AEfter Ragnarok
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Blender’s viewport is massively outdated and exceedingly laggy.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.
Forest Fish
Tuesday, 6 March 2018 @ 1:24pm
Another fun one for VincentNijman, of him as a “forest fish”.& Pfft who am I kidding they’re all fun XD
So the keywords were “forest fish” and he also wanted his bespectacled face on it.& I’m not great at real people but gave it a shot, and also incorporated axolotl tail and feathery bits bcause that was the first thing that came to mind when we were talking about a fish that likes to go for long walks through the forest.& What we have here is a river giant Selkie, probably 2.5m tall give or take, who loves going for long walks in the jungley areas beside his river.& His eyes are better suited to underwater so he wears glasses when above.
AER March ProgBlog #1
Monday, 5 March 2018 @ 5:08pm
Lame excuse: I haven’t done a progblog forever because I got well and truly stuck redoing the prehensile tail rig, but I think I’ve fixed it now, and made it work (to some value of work) with the pitchipoy rig (the spline and its controllers are actually on their own rig, but the spline controllers are copying the location of some controllers that are on the pitchipoy rig with additional thingies to keep them from moving too far from each other, feels a bit convoluted but it works).