VRChat / Modular Avatar

Gashadokuro

A giant skeleton that looms up behind you. Turn it on from the menu, and the upper body of a skeleton four times your size rises from the ground behind you, burning with purple flame. It moves with your arms, elbows, torso and head, and looks where you look. Make a fist and it clenches its own; keep both hands in fists and it opens its jaw to breathe a cloud of darkness.

VRChat / Modular Avatar PC only 1 bit of synced parameters
  1. Rises in flame
  2. Arms, torso and head follow you
  3. Clenches its fists
  4. Breath of darkness
  5. Burns away
A giant skeleton towering over a moonlit sea with both arms spread wide

Video

Features

A giant skeleton at your back

Add it to your avatar and press one button to fit it to your body. That's all it takes.

Appears behind you

The upper body of a skeleton several times your height appears about 1 m behind you. It keeps its place at your back as you walk or turn. Crouching or leaning forward doesn't change its height.

Rises in flame, burns away

It takes about 3.6 seconds to appear, as a burning purple edge builds the bones from the bottom up. When you turn it off, it burns away from the top down over about 3.2 seconds. The burning edge glows even in the dark.

Arms that follow yours

The position of both hands and the direction of your elbows are mirrored onto the skeleton, scaled to its size (powered by Final IK).

Torso and head follow too

With full-body tracking, the twist and tilt of your spine and chest are copied over at about half strength, so the skeleton's ribcage doesn't block your view when you bend forward. With 3-point tracking or on desktop, the torso stays still so it doesn't jitter. The head looks at the same point you do: 2 m straight ahead of your head.

Fingers follow your hand gestures

The skeleton's fingers bend to match 8 hand gestures, including fist, open hand, point and peace sign. The fist closes as you squeeze the trigger.

Breath of darkness

Hold both hands in fists for 1.5 seconds, and the skeleton opens its jaw and breathes a cloud of black miasma about 8 m ahead. Streaks of violet-white light run through the cloud, and pink-violet sparks and ash drift in it. Open either hand to stop.

Purple flame at the spine

A purple flame burns constantly at the torn lower end of the spine. Tinged with blue-violet and pink-violet, it tears apart as it rises.

On/off from the menu

A single "Gashadokuro" toggle is added to your VRChat menu. Its on/off state is saved.

Only one synced parameter added

The fingers and the breath are driven by hand gestures, which VRChat already syncs, so other players see them as they are.

Original skeleton model

The skeleton model was made originally for this product.

Setup

Setup

Install the prerequisites, place the prefab, and press one button to fit it to your avatar.

Install the prerequisites

Install the following beforehand:

The Stub contains only the parts needed to upload. It works in VRChat, but the skeleton's arms won't move in the Unity Editor.

Add the prefab to your avatar

Drag and drop the "Gashadokuro" prefab directly under the top level of your avatar (the avatar root).

Leave its position, rotation and scale at their defaults.

Fit it to your avatar

Select the placed "Gashadokuro" in the Hierarchy and press the Fit To Avatar button in the "Gashadokuro Fitter" component in the Inspector (running Tools > Nunifuchisaka > Gashadokuro > Fit To Avatar from the menu does the same). This matches the skeleton's arm length, shoulder position and palm direction to your avatar's build.

It also sets the skeleton's size automatically from your avatar's shoulder height (the Scale of Big, between 1.5 and 4). Even on a small avatar, there's no need to resize it by hand.

Without this step, the skeleton's torso twists and its arms bend.

If the button is disabled and a message (in Japanese) asks you to place it directly under a Humanoid avatar root, Gashadokuro isn't directly under your avatar root.

Once placed, the skeleton is shown in the Scene view in its risen pose. After fitting, it's shown at the chosen size, so you can check its height next to your avatar. This is an editor-only preview and doesn't affect the Game view or the uploaded avatar.

Upload

Upload the avatar as usual.

Using it in VRChat

Turn it on and off from the menu

Turn "Gashadokuro" on in the menu to make it appear, and off to make it disappear.

Breathe darkness

The skeleton's jaw stays closed normally. Hold both hands in fists for 1.5 seconds, and it opens its jaw to breathe. Open either hand to stop.

Adjust

Adjust

These are the values you can change inside the prefab. Leave the position, rotation and scale of the prefab root (Gashadokuro) as they are, and adjust its child Big or the materials instead.

Skeleton position and size Big

Adjust the Transform of Gashadokuro/Big under your avatar.

FieldDefaultDescription
Scale4 (set by Fit from shoulder height)Scale factor. Fit To Avatar sets it between 1.5 and 4 from your avatar's shoulder height. Because of the burning edge of the appear/disappear effect (Dissolve), the fingertips get cut off when the arms are raised straight up at scales above 4. Don't set it above 4
Position(0, 0.4, −1.0) × Scale ÷ 4Position relative to you. Fit To Avatar sets it to match the Scale. Lower z moves it farther away; y sets the height

Changing the size by hand after Fit (Fit sets the Scale automatically from shoulder height; only do this if that isn't what you want)

1. In the Hierarchy, select Big inside Gashadokuro.

2. In the Inspector, change the three Scale values (X, Y, Z) together to the same number (for example, 2.5 to make it smaller).

3. If the height or distance looks off, change the Y and Z of Position by the same ratio. Setting it to (0, 0.4, −1.0) × new Scale ÷ 4 gives the same placement Fit would (for Scale 2.5: (0, 0.25, −0.625)).

The Scale and Position that Fit decided are kept in the Inspector of Gashadokuro (Gashadokuro Fitter), in the rows labeled "髑髏の大きさ" (skeleton size) and "位置" (position). If you change them after Fit, the current values are shown there as a notice.

Notes: running Fit To Avatar again resets the Scale and Position you changed to the values derived from shoulder height (the arm matching doesn't depend on Scale, so you don't need to run Fit again after resizing). Don't set Scale above 4 (with the arms raised straight up, the fingertips get cut off at the burning edge of the appear/disappear effect). A smaller Scale also shortens the breath's reach proportionally (about 8 m at Scale 4; about 4 m at Scale 2). The skeleton's gaze distance (about 2 m) and the width of the burning band do not shrink, so the smaller you go, the thicker the burning band looks relative to the skeleton, and the appear/disappear flames pass over it more quickly.

Bone color Gashadokuro.mat

Adjust the properties of Material/Gashadokuro.mat.

PropertyDefaultDescription
_ColorWhiteColor adjustment (multiplied onto the base color texture)
Notes

Notes and requirements

Please check these before you install.

PC only (no Quest support)

On Quest (Android), Final IK doesn't run due to VRChat's specifications, so the skeleton isn't shown.

If you also upload the same avatar for Quest (Android), remove this gimmick from the Android version (in the Android project, delete the prefab or set it to EditorOnly).

About Final IK

Final IK is integrated into VRChat in its own way and isn't officially supported. Its behavior may change with future VRChat updates.

Grabbing objects triggers the breath

Grabbing an object with both hands turns them into fists, so holding on for 1.5 seconds or more triggers the breath.

No collision with walls or ceilings

There's no collision with walls or ceilings. In small worlds, the skeleton clips into them.

Arm movement

When you swing your arms quickly, the skeleton's hands lag slightly behind.

When you lower your arms straight down, the skeleton's fingertips go below the floor.

The skeleton's arms never fully straighten. Even when you fully extend your arms, its elbows stay slightly bent (this keeps the elbows from jittering at full extension).

Head direction and fingers

The head turns toward a point 2 m straight ahead of your head. Looking sideways with only your eyes (eye tracking) isn't copied.

The fingers only follow the 8 gesture poses. Individual finger movements aren't copied.

How the spine flame looks

The spine flame is drawn additively, so in worlds with strong bloom, its core glows over a wide area. Players who have shaders hidden won't see the flame.

Performance Rank

The Bounds (size) become about 15 m on each side, so this gimmick alone makes your avatar's Performance Rank Very Poor. This is counted even while the skeleton is hidden.

The increase measured on Liloumois with the VRChat SDK's performance stats (PC, after Modular Avatar processing):

  • Polygons: +19,586
  • Bones: +44
  • Skinned Meshes: +1
  • Materials: +8
  • Particle Systems: +7 (the breath's six layers and the flame; Medium on their own)
  • Max particles: +548 (breath 452, flame 96; Medium on their own)
  • VRC Constraints: +20
  • Texture memory: +12.75 MB

Not included

Avatars, outfits and other items shown in the product images are not included.

Requirements

  • For VRChat PC avatars (Avatar SDK3)
  • Requires Modular Avatar (NDMF)
  • Requires lilToon 2.3 or later (used for the skeleton's material; tested with 2.4.1)
  • Requires Final IK or VRLabs' Final IK Stub
  • Tested with Unity 2022.3.22f1, VRChat SDK 3.10.5, Modular Avatar 1.18.7 and lilToon 2.4.1
  • Synced parameter usage: 1 bit