SakeTami
azmaybe9
azmaybe9

patreon


Part 2: Catch Up

8/20/18: Catch Up

Had a really rough windows update come in. Couldn't get my pc to boot correctly for awhile.

I think I found the source of the glitchy hair being the left front hair IK. No Idea on how to fix it at this moment but it's a start to solving this problem. Good news is that it doesn't show up in UE4

Both of Neko's hands are now caught up to the animation and boy does it add polish in ways I didn't expect!

Here we see more of the badly weight-painted legs I'll have to fix in the future. They look like they're attached onto her body. Another thing to notice is that I got the bed to sink as the Neko lands on it and moves around. Although these pictures look a little flat though. It's fine. I had to animate thinking ahead and didn't set her hip low enough. Moving it now would be disastrous for everything I lined up beforehand.

Whoever decided white themes were great needs to jump off a cliff. My windows updated and I'm burning my eyes left and right trying to fix my themes. (Which didn't work of course)

--------------------------------------------------------

8/17/18: Dangerous Games

After a pretty rough week after releasing Pool Remix with sound. I think it's been long enough that I should update this scroll. Although I may need to make a new one already once the Friday snippet comes out.
First of all, I got APEX Destruction working on a shelf.

This will be insanely important to some damn good looking destruction with multiple levels of chunks. Although with how UE4 deletes chunks if there's too many, the destruction might have to be simulated in Blender somehow and exported as an animation in UE4. Which would be insanely interesting for play mode, because you can watch an explosion happen in reverse!

The feet play/growth part. Right as I got here, BeePunz offered to make open-toed socks for the neko. It's half finished and he's trying to get the heel, (The texture seem is straight down the middle though so it's tricky)
anyways, tell me what you guys think!
I know she needs texture and higher polygons all around though. Wonder how to export that with the shape keys.

Wanted to do a series of shots because she gets really, really big in one go!

Rin has a fun time sliding down Neko's leg! The reason the neko's butt is phasing through the bed is because I'm planning ahead for it to be compressed by her weight. Just like the couch. Them legs though.

 And lastly, Rin lands on Neko's breasts. What a soft landing!

VR versions of this are gonna be like a roller-coaster. Although I now realize that i'm gonna have to smooth the camera movements all over the place. Fun fact, if Neko wasn't so careful, Rin could be seriously hurt at this point. I'd recommend to not try all this at home, but in reality I'd do it in a heartbeat. 

At this point, I believe we're past 50% done! Hell, it might be 65%. All that's left is Rin getting licked up like a lollipop, her escape from the ever-growing Neko, eating the last growth treat to get back to normal size, Neko breaking into the living room with her head filling it up, then Rin giving her the shrink treats that backfire, (this will be shot in the opposite direction from the preview of this shot so that Rin can get the shrink treats and have her back to the front door) then the ending growth scene out of the building.


-------------------------------------------------------------

8/9/18: The Neko Girl with Growth Treats Inside Her Bag

Today was a good day. Really surprised with how much got done!

First we have Rin walking towards the bag.

But alas a shrink spurt trips her up as well as the weight of the Neko going to sit on the bed.

As Rin face plants, I had a stylish idea for the Neko to grab the bag with her foot. Which is an excellent lead in to what's going to happen next.

CHUG, CHUG, CHUG! Oh boi is this gonna heat up tomorrow. Have Rin stand back up and get too close as the Neko grows and then plays with Rin at her feet. (I gotta have her toss the bag somewhere) The bag lift will also be performed on Rin, so this will make a nice size comparison later. Tail actually doesn't get the chance to hit the door due to the way Neko backs up to the bed. It'll strike back sometime though! Maybe I can have it shove a bunch of books off this table she's sitting on.
Don't even begin to question me on wtf is with the glitchy hair. That hair is the DEVIL! I'll deal with it's BS another time when the actual model movements are done. Same with the hip weight painting where it meets the thighs.


-------------------------------------------

8/8/18: Wake Up, Get Up, Get Out There

Today was interesting. I guess I've never stood a model up when she's lying on her front before. I also got my performance back! I have to split up my animation into parts and re-attach them in UE4! That's nice to solve!

Hand movements on the ground were a pain since I forgot to add a tip bone. (Adding one now will require going back to the beginning) Anyways, this was actually kinda difficult to figure out. I put myself on the ground multiple times to try to make this look as good as possible.

Rin is a little shaken up by the constant movement and makes her way to the growth treats. She finally gets her turn.

Ah yeah. That AWESOME lighting!


-----------------------------------------


8/6/18: RINse and Repeat:
Today was about animating Rin flailing around during the door sequence. Flailing isn't hard but it takes a long time to feel through it and it takes a lot of concentration.

I started it off with Rin slipping into Neko's hand after trying to push the door open. (redid that portion to make sure it looked like she leaned into it)

Remind me to fix Neko's hand here. Rin's flailing takes such hard concentration that I had to work on her lower half first before the upper half of her body.

Rin having fun at the top of a rollercoaster.

And now there is no more flailing that I have to animate! That's right! No more handheld with huge motions! The next one up is after Rin slides down her leg but it's only for a short moment. So I have a feeling that this animation is about to have a massive speedup due to this!

-------------------------------------------------------------------------


You know what? I feel even faster. This animation has so many things that are never seen before that doing any basic movement is lightning quick to me! Let's start with the most intricate and incredibly hard to animate puzzle I've ever faced.

I've reached a point where something that involves dealing with gravity and the other person's movement as their ground has become a welcome challenge. This is the Dark Souls of animation toughness right here.

I got Rin animated up to this point on Thursday. She got the door open. When Neko moves forward, she has to re-catch Rin to open the door for herself. That will be much easier since Rin only has to fall backwards.

Neko (smug as fuck) accidentally bashes open the door with such a light force that she's surprised! (Not here at this moment) So being trained right, she puts Rin and the bag down on the floor to put it back.

Will her tail have anything to say about that when she turns around again? The good thing about this detour is that Rin is now on the ground where she should be. This will allow Neko to pick up the bag, eat some, then start the feet play part. It's funny how things just... work out.
I'm definitely gonna have the tail swipe some stuff off that tabletop. (Filled with books in UE4)
Btw, practicing the pivot turn made this part so easy to accomplish.
Screw that door though. Every step of the way it wanted to do some kind of weird thing. Like instead of rotating the knob, it twisted itself? When being carried, it was all over the place and janky. When Neko put it back, we both felt relieved!

Comments

Sucks that I've been so unavailable for watching your streams lately! Hope I can jump in on them again soon. It's always cool seeing your work in progress. ^^

SukkuroKun


More Creators