With the release of our new husky just hours away, we’d like to talk about all that’s going on this weekend again.

Firstly, we’ll have the husky release today at 2pm SL time, over at Knotty Beach, with music, general party times, and L$ raffles.

Tomorrow, another party will happen at The Ark, Noon SL time, for anybody who either missed the first one or who just loves partying!

 

Furthermore, we will be having an inworld sale on both the husky avatar kits as well as our Avatar Core mesh bodies. The kits will be on sale for 500L$ (normally 600), whilst the Avatar Core bodies will be sold at 1000L$ (normally 1200). So if you’re looking to get into these avatars, drop by inworld this weekend, the sale will last until some time Monday!
Please take note: This is ONLY for inworld sales, the marketplace isn’t affected by this!

Lastly, we released a minor update for the Canine Mesh parts, both male & herm, to add a new, matching fur texture for the male sheath, built to be a proper fit for the new husky kits. Of course, the new fur look might do well on lots of other avatars, so get your updates and enjoy!

As always, we’ve been busy on new things for you, and are happy to present our latest kit for the Avatar Core mesh body line – huskies!

We worked long and hard to make those adorable piles of floof look the way they should, and are finally at a point where we feel confident in making them available for you to buy.

As with the cobra before, we focused on using the new SL bento skeleton to make an expressive and alive avatar, with animated facial features as well as bento capable hands and tail. Rigging has been carefully built to be smooth and functional, once again supporting shape sliders to the best of our abilities. We also made some updates to our HUD, giving you the ability to put together facial expressions by combining ear, eye and mouth expressions, and saving those as presets to recall at the click of a button.

A special challenge was the creation of a new, better looking fur, which I’m happy to say we pulled off, using materials to create a glossy, soft looking fur coat. As usual, you can tweak the material settings via the included HUD, or use the provided PSD files to make your own colors and patterns.

We will of course also be releasing latex variants along with our regular options, so for the lovers of shiny, squeaky things, there will be plenty of options as well! Pricing will be set at 600L$, HOWEVER we will be holding a special sale during the release weekend again, where our inworld price for the kit will be at 500L$, whilst our Avatar Core bodies will be sold at 1000L$ instead of the usual 1200. So next weekend will be the best time to grab yourself one of these adorable floofs!

 

The release party will be held at Knotty Beach once more, next Saturday, the 6th of May at 2pm SL time (2pm PDT). There will be music, dancing, and our L$ raffles once again, and of course we’ll be there to show off the new avatars as well as answer any questions you might have!

Since I was informed that many people were a bit confused by the way we talked about the cobra avatar, I’m taking the chance to sum up all the relevant information in one post 🙂

Firstly, let’s talk about sales. When the cobra was first released, we offered an inworld sale, offering our Avatar Core bodies for 1000 rather than 1200, and our Cobra Kits for 500 rather than 600. This was valid for the release weekend. As it stands, we will do these kinds of deals again, offering both our mesh bodies and the newly released kits cheaper during a release weekend. This should be a nice bonus for early birds and encourage people to pick up our avatars, so keep an eye open for more such deals in the future.

Secondly, let’s talk about cobra redeliveries. Right now, you either buy new, or redeliver an older cobra avatar. Due to us transitioning away from selling full avatars to selling a mesh body along with a variety of addon kits instead, we decided to implement a solution for those people who bought one of our avatars in the past. Rather than simply giving them the kit and saying “Here’s the cobra parts, now spend another 1200 to have a body”, we instead include two “light” versions of our mesh bodies (male + female) in the redelivery boxes.
Light versions differ from the full ones in that they a) lack clothing layers and b) lack omega applier support. This tailors them for use with the avatar it came with, basically, whilst allowing our old customers to wear a complete avatar out of the box, without having to purchase any additional items.

And now, we’ll sum up both cases in short again:

  • Option A: You buy the Cobra Kit as a new product. You then buy – if you don’t already own – an Avatar Core mesh body, and that’s all that. You got a shiny avatar, and a really cool mesh body.
  • Option B: You own an old cobra avatar, and have it redelivered. You find that you’d rather have clothing layers, or the androgynous body. You pick whichever body you wish to buy, and purchase it. You then contact us – via a ticket on psicorp.freshdesk.com, providing us with your SL name and stating which body you bought and, if everything checks out, we refund you 1000L$.

We hope this clears up any questions, if there is anything unclear, feel free to contact our support via psicorp.freshdesk.com 🙂

Since this question keeps cropping up every few weeks, we decided to write a definitive article, explaining just why rigged bits aren’t a likely thing to happen.

Of course, the shiny new Bento skeleton enables lots of cool features, which we will be taking advantage of readily in our upcoming avatars, of which we plan to produce a great deal more in the coming months. However despite the possibility of rigging dicks and other naughty parts now, we will not be taking advantage of these particular options, and here’s why:

Rigging something comes with a set of drawbacks. Mostly the fact that you very clearly tell whichever 3d engine you work with – Second Life in our case – that this is the size and position of the object, and this is how it’s going to bend. While this works great for bodies because of the pre-existing sliders, with bits this is another matter. In short, a list of things that would occur on rigged bits:

  • You could no longer adjust the position of your bits. /at all/. It would forever be in the same position, and while it would likely somewhat adjust to your body shape, once you leave the SL shape too much – think ferals, skadi sergals, solarians, etc – the system breaks down and we would have to build specific versions for each and every unique body setup we wanted to fit with.
  • Scaling the bits would almost entirely be out. Yes, you may get some scaling out of the “groin size” slider, but anything finer such as length, width, ball or shaft size changes would be impossible, unless we built dozens of different sizes for each.
  • Modding would be almost gone. Adding a piercing as you can do now? Nope. Unless we, or a third party, creates additional rigged piercings, you can’t add new ones, or change the position of existing ones, at all.
  • Custom prims? Only unless the animations are the same, and even then you couldn’t use custom positions. So if you want to add some barbs, someone needs to a) make a model to fit the target cock, b) make an animation to move with the target cock so it always lines up properly
  • Throbbing? Nope. Throbbing would require scaling the bones to swell the girth of the shaft, but SL only allows translation & rotation in animations, not scaling; only shape sliders are allowed to do that (best example would be head size)
  • Custom states? Also nope, unless you can make your own animations in blender.
  • Particle effects lining up with animations? Not really, since we would still have to have particle prims that get moved just like our current system does, since rigging doesn’t /actually/ change the position of something, it just makes it look as if it moved. So a rigged particle emitter would always stay in the same place as far as SL is concerned, even though it looks as if it moves about. Which is also why our rigged breasts don’t come with rigged particle emitters, and why they can’t follow the breast bounce, sadly.

In short, why rigged cocks have the potential to look great, they take away almost all of the modding features people love about our products. Some people are very much trying to make these  work and are getting good looking results, but our theme always has, and always will be customizeability. Taking this away from our customers as a tradeoff for animations simply doesn’t work for us, and as such, we will continue to create our usual quality and improve in any way we can.

Avatars will be a different matter, we are fully embracing the benefits bento gives us there for expressive, alive avatars, and will of course always strive to keep modability a priority along with a great looking avatar.

Once again, time for some updates! After having given Avatar Core a coat of polish post-release and addressing any bugs that were reported, we set our sights on a patch for our version 6 bits. The goal here was to remove some bugs on one hand, and to add a few small features on the other, rounding off this release a little more and making our customers – especially modders – a little happier.

So what’s the big news with the patch? Let’s cover the basics!
Firstly, we fixed glow on the penises. In a little more detail, we changed the way we handle the “short” states, and rather than using the textures’ alpha channel as 6.0 did, we now simply cut away the front half via additional faces we can hide. In turn, this means that the alpha channel on shaft textures is now freed up, letting you make use of it for your mods!

Next up, we gave the vaginas a coat of polish, adding in more texture options for the outer area to better fit together with your avatar. The tailhole has been given the same treatment and now sports fur, scale and plate texture options.

For the breasts, we mainly redid the nipple textures since they were old and we could do better, so we did. The nipples now utilize materials as well, and we added a new set of “smooth” texture options which should make them fit an even wider range of avatars.

Last but not least, the /5shiny command now works for ALL bits, where previously only the penises could take advantage of it. So finally you can edit the shininess of your vaginas, tailholes and breasts. The appropriate documentation has been added to the respective manuals, so give it a read!

 

To update to v6.1, please visit any inworld vendor or redelivery terminal and click em, this will take you to the Caspervend Redelivery page which will list all past purchases. Should you find anything missing, please contact customer support under psicorp.freshdesk.com and leave a ticket, we will restore missing items as soon as we can!

 

Now for the technically inclined, here are the full patch notes of v6.1:

  • Change: All penis shaft textures no longer use alpha channels to display short states, instead hard shaft prims will use additional faces which can be hidden on short states. This frees up the alpha channel for modding purposes, and fixes unintended behavior when using glow on the shaft
  • Change: Breasts nipples & cumcover textures have been redone to use materials, new texture options for nipples have been added, using a smoother look
  • Add: The penis now supports the /5alphamode command, allowing the sheath, shaft or effect layers to use different alpha modes (none, blend, mask or emissive), for further modding use
  • Add: The penis also supports /5alphacutoff command, allowing to specify the cutoff value used for alpha mode mask
  • Add: The vagina & tailhole now supports the /5shiny commands as well, allowing to customize the shiniess values of all sub-objects (flesh, fur)
  • Add: The vagina & tailhole now all include the fur, scale, plate & latex options on top of any unique texture options
  • Add: The breasts now supports the /5shiny command on all layers
  • Fix: Fixed piercing coloration & glow not correctly applying / persisting through states on penis piercings
  • Fix: Various smaller performance and memory changes to the Penis Materials Script, resulting in less memory used while texturing
  • Fix: Fixed glow handling on vagina & tailhole, it now always applies to the correct prims
  • Fix: Fixed shininess not affecting many sheath prims when the default smooth texture was chosen
  • Fix: Fixed some erroneous normal maps on some sheath prims when latex preset was chosen
  • Fix: Fixed missing normal maps on some sheath prims when “smooth” preset as chosen
  • Fix: Potential fix for vagina piercing script crashing on repeated resizing
  • Fix: Changed vendor pictures for Snake Penis & Snake Herm Set to better emphasize that both variants have twin shafts

After the very successful release of our Avatar Core line and our new Cobra Kits, we took in your feedback and made some small improvements over the last days.
In detail, here’s what we did so far:

  • Avatar Core: Added a nipple applier, allowing you to apply a selection of nipple textures to the tattoo layer, if you want a simple way to have nipples on a previously PG skin
  • Avatar Core: Added demos, which as of this article have been updated to be more complete and properly represent the actual capabilities of our product
  • Cobra Kit: Pushed out a fix as of this article which addresses missing animation errors in the head, as well as includes a possible fix for random animation stops

 

With our products running smoothly now, we have set our sights on our next update: Bits version 6.

With 6.0 having come quite a ways over the last year and being by far our most popular version yet, over time some shortcomings and outright bugs have come to light. Our goal with 6.1 is to address these concerns, and provide a better, bug-free, consistent and more customizeable experience to all of our customers. Thus far, this is what we aim to do, and partially already implemented as part of our current efforts:

  • Change: All penis shaft textures no longer use alpha channels to display short states, instead hard shaft prims will use additional faces which can be hidden on short states. This frees up the alpha channel for modding purposes, and fixes unintended behavior when using glow on the shaft
  • Add: The penis now supports the /5alphamode command, allowing the sheath, shaft or effect layers to use different alpha modes (none, blend, mask or emissive), for further modding use
  • Add: The penis also supports /5alphacutoff command, allowing to specify the cutoff value used for alpha mode mask
  • Add: The vagina & tailhole now supports the /5shiny commands as well, allowing to customize the shiniess values of all sub-objects (flesh, fur)
  • Add: The vagina & tailhole now all include the fur, scale, plate & latex options on top of any unique texture options
  • Fix: Fixed piercing coloration & glow not correctly applying / persisting through states on penis piercings
  • Fix: Various smaller performance and memory changes to the Penis Materials Script, resulting in less memory used while texturing
  • Fix: Fixed glow handling on vagina & tailhole, it now always applies to the correct prims
  • Fix: Fixed shininess not affecting many sheath prims when the default smooth texture was chosen

There may be more fixes coming, but this is a comprehensive list of what we’ve done thus far, and are working on currently. The full release notes will be provided once v6.1 releases, keep an eye on this blog for the announcement. Currently there is no ETA on the release date, but we’re working hard to make it available soon!

Now that the party is about to start today, we’ve got some more awesome info for you guys!

First of all, our new products – Avatar Core & the Cobra Avatar Kits – will be on sale this weekend!
Avatar Core items will be sold for 200L less at 1000L$, whilst the kits will go for 500 instead of 600L! This offer is only valid during the weekend, AND only for inworld vendors!

We’ll make sure to have our main store and YIFF satellite store set up with vendors when the time rolls around, so make sure to check them out while the offer lasts!

 

Also, we do once again have two parties!

The first one happens today, at Knotty Beach, 2 to 4pm SL time.

The second one is tomorrow at The Ark, from noon to 2pm SL time.

 

As usual, we’ll have music, a L$ giveaway, and we’ll be there to answer questions and take feedback!

Finally time has come for a new release, and boy is it a big one!

For a long time, whilst working on the big version 6.0 bits update, we thought about what to do next. And the path soon was clear: To do the same thing for our avatars that we did for v6 – a big leap forward in quality. As such, we developed a whole new way to go about making our avatars, centered around Avatar Core.

So what IS Avatar Core actually? It’s a set of mesh bodies, three to be precise, which will be on sale as of Saturday, February 11th. But these aren’t just meant for our avatars alone! In fact, we built them to be fully functional mesh body replacers, ready to compete with other brands out there. They use the SL skin textures, have their own clothing layers, and even come with Omega Applier support out of the box! If that wasn’t enough, you get a set of humanoid feet and Bento enabled hands along with them to use as you see fit!

Whether you use them with our new avatar kits or to spruce up one of your personal avatars, these bodies were built to impress, and to be easy to use and mod. As such, we put a lot of work into writing good, easy to use appliers. And did we mention materials yet? We put together a set of normal and specular maps which come with the appliers. So have an old avatar skin and you want some nice detail on your body anyways? Throw your textures into the applier and choose a material preset. Add some muscle tone to your avatars, or make them shiny, there are lots of possibilities. You even get access to our PSD files, so you can cook up your own, personal set of materials to go with your skin, and really decide just how they should look. And if you’re not quite happy with the shine just yet, simply use our HUD to tweak the shininess on the fly, and more!

Also for those paying attention, yes we did say THREE mesh bodies. Male, female, as well as Androgynous, the latter being designed to be nice and versatile, allowing anything from a feminine male to a cup breasts for petite females. So for all the smaller people out there who are looking for something to fit them, this might just be it!

And of course, with the Omega Applier system, you can use anything from human skins, nail texture replacers, tattoos, texture clothing – the works. Like any self respecting mesh body, it also comes with an alpha system, allowing you to hide those pesky parts that clip through your mesh clothing. For those with clothing with modify permissions, we even included a little script to help you auto-hide bodyparts when wearing clothing!

 

And now, for our second attraction, the first of may more to come – our Cobra Avatar Kit!

As we mentioned before, Avatar Core serves as base for all our new avatars from here on out. So to showcase that, we went and rebuilt our Cobra avatars – design courtesy of Spottythecheetah on FurAffinity – from the ground up, using all we learned over the years – in fact, check out the pictures to see just how much of a difference it makes!

The purpose of Avatar kits is to provide an easy to use way to put together your avatar. You buy the body of your choice, buy the kit you like, and wear both. A little applier lets you choose how you want to look, meaning gender (male, female, androgynous), maturity (PG or with nipples), and even muscle definition (normal or strong)! This will be the standard for all our new avatars, meaning you’ll get a much wider range of looks without having to mod anything.

And whilst the very first purchase of body and kit may come out to slightly more than in the past, you get a lot of advantages from it, such as getting a full featured mesh body to use on ALL your avatars, as well as saving big time on any further avatars you get from us, since kits will be significantly cheaper than our previous avatars!  On top of it, since we no longer have to build mesh bodies for all releases, we’ll be able to work much faster than before, and bring you higher quality avatars for less money.

Now to some of the technical info!
The cobra – like the Avatar Core body – supports materials, and makes heavy use of the new SL Bento skeleton update. That’s right, this snake has a fully animated face! Also comes with Bento hands and tail, for even more animated goodness.
We also make heavy use of materials, giving you a wonderfully dynamic look. And better still, you can use the HUD to easily tweak the shininess on the fly!

All previously released colors have been re-created, and we threw in a couple extras on the latex side as well. For all those who purchased the original avatar, we have some extra news for you! You will receive a “light” male & female version of Avatar Core with your kit, so that you do not have to make any extra purchases just to enjoy the full avatar you bought in the past.
This light version is equal to the Avatar Core bodies, lacking texture layers & Omega support.  BUT! You also get a 1000L$ discount on the first Avatar Core product you purchase!
So you can get a full fledged mesh body with all its features for only 200L$!

 

Lastly, let’s talk about the money and the party!

We’ll be selling the Avatar Core body at 1200L$ each, and Each body will include the bodymesh, a HUD, hands and feet, as well as several appliers to use.
Our new Avatar Kits will be sold for 600L$, and will include the heads, hands, feet, tails, a HUD, as well as an applier which holds textures for all gender, maturity and muscle combinations.
As before, you’ll get free updates forever, so if anything ever breaks and needs fixing, we’ll take care of it, and you can enjoy those fixes without paying a single L$.
For any customer support inquiries, post a ticket at psicorp.freshdesk.com!

So when’s the party?
We’ll give you some more details – also about our traditional second party on Sunday – very soon, but for now what we CAN say is that it’ll be next Saturday, on the 11th, starting at 2pm SL time, over at Knotty Beach!
As usual we’ll be there, showing off our products, and ready to answer any and all questions you may have, so come on by and party with us!

 

 

…oh and one more thing. There is something else we’ve been working on. Something cool, and unexpected. Keep an eye out, I’m sure you guys will love it~

So, since a lot of people may be wondering about the big question, aka: “you updated all the bits, what’s next?”, we decided to set up a little post talking about what we are working on right now, and what we will be working on well into the next year, most likely.

Right now our focus has shifted away from bits, and toward the avatar market. That of course does not mean we are done with bits by any stretch, it just means that we have other, very cool things on our plate that we want to turn into a reality. With Project Bento almost here, aka an expanded skeleton for the SL avatar, we are suddenly able to do all kinds of cool things with avatars, such as animated hands, tails, wings and even facial features!

This wealth of possibilities is making it easier and more fun for us to take our next big step: A proper base for our anthro avatars as well as subsequent avatars making use of the new technology. Our first step here, currently in the works, is the creation of multiple mesh bodies that use the SL texture map, meaning you will be able to use regular SL skins on them, as with most mesh bodies out there. Additionally, we are including a set of hands and feet to cater to the human market as well, looking to bring a set of affordable, yet high quality mesh body replacers to the market which are designed to work with lots of different avatars. We are very much creating several distinct shapes, and beyond the simple male/female variants, we are working on a proper androgynous form, and planning to have buff versions of each variant as well. On top of it, we’ll of course include a good alpha system to hide parts of the body, as well as a clothing layer for texture outfits.

Once we have this product ready, we will move on to creating avatars using this body. We will provide a mix between re-releasing old avatars such as the fox, and making completely new ones, all of them making use of the new bodies, which should make it much easier to find fitting clothes, as well as mod the avatar in general. The facial expression features Bento provides will also make for much more expressive and alive avatars, by rigging the entire face to respond to the face shape sliders, as well as being able to make smooth animations for expressions and emotions.
So in short, our new furry avatars will be able to smile, frown etc much more smoothly now, rather than requiring us to build extra heads for each expression we want to make.

All in all, big things are coming, and we’ll work hard to ensure they are both high quality, as well as customizeable, to give you the best experience we can 🙂 – stand by for work in progress pictures down the road, we will keep you posted!