SakeTami
SprintingCucumbers
SprintingCucumbers

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Dev Log #3 (Animations and Clothes)

This is a really quick one. So, I make animations for every scene that contains multiple images. Mostly, this is in order to accurately simulate cloth movement (for example, Lani's push-up scene is fully animated with specific frames chosen for the stills currently in the game). Most of the time, these animations are terrifying, since the only thing I'm looking for is accuracy in very specific frames (maybe 5% of the frames are actually used). This animation starts with two seconds of prep (T-pose transition), then every second is a new still frame. Halfway through, she stops moving other than breathing, and there are additional player interaction animations that will be placed in that empty zone. You can see where her arms fling out to the sides a few times, which is where her hands were catching inside her shirt (and I didn't bother to make them natural, since, again, those frames are throw-away). Likewise, the shorts were simulated before the upper body corrections were made, so there is some clipping, but all of the key frames are still accurate.

So, I do all of these scenes with the intention of making them backwards compatible with future clothing changes (player-driven... give her a nightgown and she'll wear that instead of this default shirt/shorts combo, which should be a feature added after the v0.2 milestone). That said, preparation is longer than if I were to otherwise lock these scenes to one outfit, but I think the payoff for players will be worth the extra effort once these features are implemented.

Also, this is Lani's low-poly model without hair. Now you know.

Quick and dirty render with lights and stuff (this is not the final scene cut):

Cheers.

Dev Log #3 (Animations and Clothes)

Comments

Can't wait so see more of her, absolute favorite character so far! Animation bring everything to life and whatever can make animations better is just a bonus. :)

Sagah


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