@astridstarnova@poofart960 I think the only exceptions are the voice if it reassembles your natural voice as but is protected against commercial use, and the character voice is more the client's property
@astridstarnova@poofart960 Also your likeness is your face and identity, at most you can request your name to have taken off the credits, as the work (art, music, etc.) you make doesn't count as "your likeness"
@EggDeveloper@TGuy4505@D0ggish@XxMakio Which is why I said a unified Skinned R6 would solve pretty much all of this, it means you can animate only the root for each limb for an R6 style, or subsequent bones for R15.
It would combine the smooth look of R6 and the range or motion on R15
@TGuy4505@D0ggish@XxMakio And is massively outdated and full of limitations and fills the platform with immense tech debt? R6 got charm but it's objectively not worth keeping around. It would be better if Roblox migrated everything to a skinned R6 Mesh that supports both styles
@ChomperElectric For example, how did toy chica give the girl a whole engineering course in one night, cuz she went from building garbage to a 1:100 chica replica, so many plot points just make no sense and they just happen because the plot needs it to happen
@ChomperElectric I've been a fan of FNAF since 2014, and I hate how much people defend this film when it is objectively bad. It's paced terribly, got predictable scares at every turn, plot got so many holes it's equivalent to a swiss cheese, and it half the time it feels like a comedy
@DemiahCookies05 @JackoPumpKid That they're dedicating developer time to something completely unnecessary like skins for themselves over prioritizing finishing content or giving that same amount of time and effort to content that people grind or pay for, this is just terrible time management
@HANC8CK They don't want people seeing how they actually look in-game, as an example all Wukong skins look amazing in their splash art, and then in game they are so ass
@belowcatiousee@FatMajigga I saw, I've worked with Roblox before and lemme tell you, even with the workarounds for glow maps that model is this wayyy too dense, you can combine semi transparent textures and normal maps overlaying a neon material to simulate glow maps without using a gazillion vertices