This isn't a typo, nor is it a specific software update. "BlobCG" is shorthand for Blob Computer Graphics —a stylistic and technical approach to avatars and environments using soft, squishy, non-rigid meshes that deform in real-time. The "New" signals the third generation of this tech: AI-driven compression, physics-based jiggle, and cross-platform volumetric streaming.
While Meta pushes hyper-realistic Codec Avatars that require a server farm to run, the indie community is hugging its way to the future with avatars made of virtual marshmallow.
Ignore the Armature. Use the Volume Deform modifier (Blender 4.0+). Place empty objects as "Gravity points" and "Attraction points."
If you are a VR developer, a VRChat enthusiast, or a metaverse architect, here is everything you need to know about the "VR BlobCG New" paradigm. To understand the "New," we must look at the "Old."
Create a low-poly, watertight mesh in Blender. Avoid long thin limbs (blobs work best with stubby limbs or cape-like protrusions).
Early VR avatars were mannequins. You had a skeleton (rig) and a hard shell (mesh). When you waved your hand, the arm rotated rigidly at the elbow. It was functional but lifeless.