After everything is glued together, THEN WE... wait for Yuri's voice actress.
But I want to be prepared so that when she's finished, I can get the project out the door as asap as possible!
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Actually, I'll just have the sound go up with the fixes.
Don't want to make a mess of the youtube uploads by essentially uploading the same video 3 times. I see all of my uploads when I look at my channel, so it's a mess.
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Most of my stuff is almost done, just need to finalize render with a few more effects in some scenes and camera shake. I'm gonna completely finish these off then bolt right through fixing Minmax's scenes.
And i'm forgetting tags... Man self, you need to keep track of shit.
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Reminder to self to try and use Alembic to import physics into UE4. Because it's a cinematic, you don't need bones for LIVE physics. The recorded Alembic would work perfect AND use Blender's physics cache. Thus skipping a BUNCH of the problems you're dealing with.
And for Early Access, I'm currently rendering out both my side and Minmax's and will be working soon on the merge and end scenes. Which should go really quick since Minmax already finished them! I just gotta get them into UE4.
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You know, this physics option ain't it, chief. I gotta figure out something else with collision or something. I'm doing lots of manual animation and fixes for parts of clothing almost every other frame, so I need to rethink myself on physics again after this project is Done.
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The skirt physics were mean as hell, but I fixed them. Found out that extruding two bones at the same time can cause one of them to be rotated way wrong. Which caused my skirt setup to act erratically.
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Wasn't home for awhile there. Now to finish off what I wanted to today and post about the physics technique I went with for the skirts.
Edit: Looking at the physics... I'll have to take screenshots while I work on Sayori and Monika. This does NOT look easy when first looking at it.
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Skirt physics this time will be trying out changing the bones to only about 4 controlling the skirt. But the weight painting is changed to have more of an effect across the 4 bones.
This will make the cloth mesh wires be SO much more easier to control than messing with a shitload of bones.
Better yet, if this works, then I can apply 1 bone for an entire section of a jacket or something for physics.
Hair physics... will require something else for collision. Since the skirt will have 4 bones and barely touch the ground, I can simply turn off the physics wherever I need to for a moment.
(Future reference for tutorial) For buildings, I just used multiple shape keys.
For the ground cracking that I actually want to do a tutorial for:
. City road has a shape key that sinks down during step
. There's a dirt landscape/plane underneath the road where it under
. The cracking itself involves a plane that moves through the ground upwards with blocking volumes. Directly underneath the shoe, those cracks go nowhere. AROUND the show is what goes up.
. For a bit of polish, add some static rocks going up around the shoe, some smoke, and particle fx
Currently, the cracking ground is one HUGE cube spread around the road. Probably should use smaller cubes or custom shapes for much better destruction shapes.
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These huge city scenes are gonna be quite a handful and I need to put down the information here on how I handle it. For both you guys and future reference for me.
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This about to be an insanely long stream to get work done.
Edit: If I continue doing a long stream like I did last time, then I could totally reach doing destruction and physics by the end of the week.
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With most of the rough draft done, I think I'll go back and work on polishing up from the beginning.
Work on the enemy you know, you know?
Eugenefindit
2019-12-31 00:48:28 +0000 UTCEugenefindit
2019-11-28 04:15:52 +0000 UTCEugenefindit
2019-11-21 03:21:09 +0000 UTCEugenefindit
2019-11-20 02:18:16 +0000 UTCIncognitoPervo
2019-11-13 23:20:23 +0000 UTCEugenefindit
2019-11-12 04:37:04 +0000 UTCAZmaybe9
2019-10-07 23:34:36 +0000 UTCEugenefindit
2019-10-07 23:22:20 +0000 UTC