AEfter Ragnarok
June ProgBlog #2
Monday, 11 June 2018 @ 8:26pm
I was actually intending to do this on Friday, but I was also setting up some new backup drives (my original drive was appropriated) and needed to copy the old backup from my computer (where it’s currently taking up a HELL of a lot of space!) and I found out the hard way that I can’t use 3d Coat and have big copy operations going at the same time because it makes my computer run out of memory.
June ProgBlog #1
Friday, 1 June 2018 @ 11:48pm
I forgot to mention last update. Ages ago (6 years eep) I mashed a calendar for AER. Years later (because I always seem to notice glaring things years later, this does not bode well for whenever I finally get around to animating x_x) I suddenly realised, all the scientists in the Tranquility Calendar are guys.
They were all great and interesting people but seriously?
I mentioned this to darqx and said I wanted to “even” it out a bit (there’s 13 months so it’s going to be slightly lopsided but near enough is good enough as far as I’m concerned). So being the awesome sibling she is, she helped me find a whole pile of notable female scientists from a variety of fields (and by that I mean she found most of them in the time it took me to find a few because one of us can just do things and the other only just do things when the focus is there, and then I somehow had to choose which was bloody hard work).
May ProgBlog #2
Friday, 25 May 2018 @ 9:05pm
After looking at how erratic my steem and Patreon feeds can be, I guess I really better put in the effort to make these weekly, perhaps showing off the pathetic amount of progress I didn’t make will kick me into working more harder smarter.
So as I said last update I’m going back to what I know (which is keeping the polycount as low as possible) but experimenting in a slightly different direction (I have a probably unhealthy obsession with needing all the quads to be as square as possible so I tend to end up with slightly dense meshes).
May ProgBlog #1
Friday, 11 May 2018 @ 8:43pm
Blender’s viewport is massively outdated and exceedingly laggy. This has made trying to correct the weights on the ~300k poly model of Red agonisingly painful and take way, way longer than it should be. I still have plans to do a proxy for animating with, but that doesn’t remove the need for the actual model to work. Apparently this will be fixed and updated later this year and from the sounds of the people who are braving it in its current bug-infested state, it will be wonderful. I’m not waiting around for it, I’ll just let it catch up to me which is highly likely.
April ProgBlog #2
Saturday, 21 April 2018 @ 4:54pm
Finally got all the stupid hair guides sorted and grouped, time for some expression testing!
Which also gives me a chance to fix weight maps. The auto-weight mapping does a pretty decent job, but it’s not perfect and touchups around the place are usually required (like for some insane reason half the innermost wing membrane was associated with the little finger why).
April ProgBlog #1
Tuesday, 17 April 2018 @ 4:57pm
I still haven’t worked out whether it’s better to keep a regular update even if it’s “I’m an idiot and got stuck again” or just not say anything if I’m that stuck.
So after combing the hair into the right shape, I found out a few things.
while the collision detection works really nicely in particle edit mode, it completely fails when actual physics is applied, because for whatever reason the emitter collision is completely ignored I can’t work out for the life of me how the hell to rig particle hair I’ve done spline IK for the tail rig so was trying to do something similar with the hair but don’t understand how particle weights work. Wasn’t the biggest leap to find out about curve guides, and then took me the better part of forever to work out that curve guides had to be on the same layer as the particle emitter to work. Once that was sorted out, I then spent way too long playing around with the different curve types to work out which one would be the best for the job. Seems that nurbs animates quickest so that’s what I’m using.
AER crowd character: LordHyena
Saturday, 7 April 2018 @ 7:21pm
Hyenas tend to be punks or warriors or punk warriors and I was pretty tempted but nope because it’s LORD Nigel, that called for a civil, classy hyena.
He may end up with ear piercings down the line.
This work by ryivhnn is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
February Homeschooling Miscellany
Sunday, 1 April 2018 @ 11:16pm
The month kicked off with 9yo deciding to make his own “card game” after ages of playing Magic and Yu-Gi-Oh. After quick playtests with me and 11yo, 11yo decided to help make even more “cards”. I use the term loosely bcause the “cards” were all A4-sized.
The game was fairly simple and entertaining, and after playing a couple of times 9yo decided that he probably needed more “good” cards as it didn’t take very long for me to die despite the lives and death prevention things that had been added in the iteration with 11yo.
March ProgBlog #3
Saturday, 24 March 2018 @ 7:07pm
Last week was working on pants and boots (and getting to use some fabric normals and a leather material some kind souls made available on Blendswap):
trying to wrangle the hair into several hair ties (it was supposed to be tied with a cord but I finally got it through my thick skull that it wouldn’t stay, even when I did have long hair I didn’t do anything interesting with it, so I’m going to claim total stupidity ignorance and too much anime on my part there!):
AER March ProgBlog #2
Tuesday, 13 March 2018 @ 10:55pm
Currently all about hair and pants.
I did the pants first to procrastinate the hair.
They do actually have a pattern but I turned down the lights so the skin wouldn’t be so overblown, so it’s something that will be noticed in bright light. Otherwise they look like…black pants. I was thinking of using velcro for the trail strap but may end up just making it an elastic loop as maybe in the future there will be little nano thingies in the clothes that automatically repair fraying clothing so the elastic doesn’t give out.