Cutting ropes or wires with physics on was a surprising PAIN IN THE ASS to figure out. After trying other methods for a week and screwing up a ton with them or hating how they were done, I retreated back to Gravity Collider to figure out my own way that reduced the amount of steps it'd take. SUCCESS! (Also with lots of cinematic control if needed)
With the help of Min, we were able to figure out a nice method for imported wires and cutting them.
. Import wire mesh from UE4 and subdivide if you need to so it bends better
. Cut area you want . Rig armature up to cut area. (I suggest subdividing a big bone on each side then moving the bones to match the wire)
. Use envelope weights for auto-armature deform
. Gravity Collide! (It should automatically recognize the parent bones of each side)
. "New Edge/Face From Vertices" at the cut area on the Gravity Collider boxes to connect them.
. Adjust tension stiffness and tension dampening to zero to cut the area! Stiffness connects the boxes using the wire and dampening slows them from coming apart. (Also, you can use shrink factor found under 'Shape' in physics to tighten or loosen the wiring)
The reason this works, at least how I think it does, is because there technically are no edge wires on Gravity Collider. It's all vertices that connect the boxes. So with the added edge wire at the cut area, it's the only thing for tension to focus on!
Will release this vid probably after Beidou is done using this method for all the hanging wires.
I plan to do one on destruction too but that has been ever unpredictable on choosing a consistently right method that's compatible with regular physics. (Currently physics stuff only collides with destruction after its lost its clustering. Which is... odd. Might have to keep boxes and such as body collision rather than first hit affecting anything like planned. Also might have to cut up buildings rather than fully remake them to save great amounts of performance)
I know it's not the full thing, but you can see how hard i'm going at the destruction this time! No smoke or particles yet but i'm excited for them after it already looks this good!
So many upgrades going into this video that i'm really proud of!
But yeah, I really needed that 2 week break to refresh myself to get here.
I know the storyboards are drawn like crap, (Which director ones are usually) but i'm surprised at how much it can clarify timing, direction, and camerawork when the pressure of the environment and animation isn't there.
There were quite a few times where I was surprised that i'll have to make small animation timing adjustments to get all the shots I want. So lesson learned! Storyboards, no matter how shitty they're made, are so important for gluing together everything and for team communication if you have a team.
Now that I have FL Studio's fps higher than the vid instead of lower, I can actually perfectly place sounds without replaying the same damn area 13 times every time I drop a sound in. How tf did I ever sound edit with 40% accuracy holding me back?
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This should be quick and relaxing. Because I still plan on adding shots, i've just learned I can group areas in FL Studio so i'll be able to adjust accordingly without issues! ----- It's time to start finalizing all the small stuff. I'm hungry for the finish line! ----- I wanna be done so bad.
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SINCE WHEN has facial animation taken 3 DAYS?! Like how? I blame VR. ------ Hopefully catching up to the old begining to get a new preview out asap
------ So it turns out setting up an entire building to be destroyed in a level with a bunch of other ones can sink my framerate down to 20fps. My plan is to redo the building I remade, but send it to Blender this time and cut it down the middle, then send it back and remake the cut areas to be demolished with Chaos. Animating the sides to fall will be easy. This should save a LOT on performance and be easier to look good torn apart.
I will also be using the new Gravity Collider cutting technique for the wires strung around the city for Beidou to rip through! ----- Last 2 buildings to be destroyed now for at least a preview. ------ With Chaos under control, it's time to do all the camerawork from the sketches. This also means readjusting the animation and polishing it for timing in Blender. ------ I got the clouds working after a LOT of ripping out its blueprint! ------ I found a new cloud system that makes clouds that look more brush-esque! Getting it working with what I have is... another thing....
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After the fantastic yet still learning usage of Geometry Brush Blocks, I suspect I can get the next building done in a quarter of the time for remaking and destruction!
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After a 2 week break, I kinda want to get to some destruction. Once the buildings are ready to go, then it makes it MUCH easier to get a preview out this month. Trying out new method of rebuilding by using UE4 Geometry Brushes that convert to static mesh. So far the only problem is that subtracted areas still count as a whole mesh where the invisible subtracting block is. Won't be much of a problem at all, really.
Since doing the camerawork kept leading to the showcase kinda style than what I wanted, i'm gonna storyboard the animation from the shots I know I want without the stress of thinking about timing. Then I should be able to recreate it in UE4. ----- Let's get some camerawork goin'
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On the second half of her animation now ----- With the blocking in place, it's time to go back and polish all of her animation up! ----- I've had an idea for a Beidou video. Much shorter than the usual but will be pretty damn fun!
Think drunk Beidou in a city environment. Not many opportunities for a drunk gts!
As a celebration for my 4th year as a creator, I wanted to make the music for my vids more available. They've always been in the MEGA drive but never like a video for someone to click or anything.
I'm sorry about this one. This project is much too old with bad workflows for a VR version. Especially with getting results that look like they're from VrChat on the Oculus Quest which would require days of rendering straight without being able to do anything on the pc.
I'm gonna work on new stuff and new VR things. I recently did some tests with the Genshin Impact VR thing (https://www.youtube.com/watch?v=yv0y6L-lnCk) and all of it went successfully well, so i'm gonna try some new scenarios for VR that's not just replacing camerawork.
It's finally here. So much trouble to get this remaster off the ground but WE MADE IT! SUCK IT PAST SELF and your horrible workflow workarounds!
With this done, it's finally time to start using the new style i've been making for myself with the UE4 template. Also to learn Fluidninja. Which I did have slight progress on to learn how to use FluidNinja Live.
LOTS of bug fixes and updates on this one. I've gotten insanely paranoid of visual mistakes ever since the whole feet-through-shoe thing with Michiru.
This is like the 7th render I've been working on throughout the entire weekend to now for so many different issues popping up. Wall above door being open, random junk in the background that shouldn't be there, lighting on characters was different from the UE4 preview and required extensively going back and managing settings, shadow glitches fixed a bunch, floating objects, 1 frame scene transitions that had weird shit going on, disappearing rubble, added High Tier Patron names, added lights to the cars when braking, the bridge smoke timing is fixed, outside lighting snapping on at the wrong time, Rin's eyebrows brighter than everything, the stars in the sky are now visible, just...
Lots of fixes ever since i released that alpha version. This might be "The one" visually as a final render. I'm still debating if "Dark Rin" when she runs with the loaf looks pretty cool or is out of place.
It's taken a lot to get the video this far. But i'm getting close to that ending! I'm still spotting a few areas that need sfx like the hallway stuff getting knocked over by her tail.
Also the zoom-in on their face standoff scene needs a light to appear in front of their face. Idk how I missed that or I accidentally deleted it for some stupid reason. And I think Neko's hands don't have sfx thumps when putting them down after nearly falling over. Overall, still some work to do but so CLOSE. I wonder if I can get a VR test version out before the month ends?
Looking at the thumbnail there might be too much saturation on the hair and skin
This has been so hard to keep the motivation up of working on. There's so much interactivity in every moment it's pretty insane!
But i'm almost done with adding sounds for the first pass. Then the 2nd pass will be panning and volume of stuff.
No voice actresses yet because retaking each time soaks up SO much time. This video is so intricate and enormous. But I gotta get it done first before I can move on. I'm expecting the sound without voices to be done this week.
Can't believe I wanna compose music for the final release. But that's gonna be on the side while working on some smaller stuff to pump more content out.
After learning so much about texturing and UV stuff throughout my years, I finally understand how to get this fixed and looking ok! (Not perfect but good enough) The UV's are absolutely screwed to hell is why this was so painful to attempt. I couldn't just adjust the UV because there's multiple Neko projects separated in parts that would require re-exporting each new version after editing each Neko and... let's just say this project was a mess when I first made it so long ago.
So the back of her foot is separated into 3 completely different zones for absolutely no reason. I had to guess and texture everything carefully just to somewhat line things up. AND because the model shown in UE4 is the subdivided one, even though I got it all looking good it subdivided the disconnected pieces away from each other causing a kinda dip. It's fine enough to continue on though. The back of the foot is also a solid color but the lighting in UE4 took care of that!
I was adding sound to Neko vid when I saw the bridge step scene and thought it would be great with a lower perspective! So I quickly launched UE4 to add a wip scene.
Finally got the particles and stuff added in. The zoomed in shot at the end was supposed to show that the building pieces still up can still be affected in cool ways but the building blocked the wall on the left. So we get that little column that falls down from the reverberations of her foot step. (Might time it sooner rather than her stepping back, but once her foot steps down initially) There's still a few things attached to the ground anchor that look like triangles standing up but i'll get em'!
Chaos was really impressing me with how much the framerate was almost unaffected! After many different attempts at learning destruction, using Chaos is now my favorite! (Especially learning more about optimizing my fractures to using 5-10s instead of 80-100s)
Right now the particle smoke choice and the original smoke being there kinda bother me because it's not FluidNinja but then the new destruction here is such a good upgrade and this video has already taken so long to do. I'm still very happy about this! I didn't even intend to get the particles in today on my first try. Maybe all the frustration yesterday paid off into a really quick to implement experience with Niagara now that I know all of the potential problems?
I think it's safe to say that this is the way to go with things.
After a bit more tweaking to figure this out this morning, I got mostly the results I wanted! This can be controlled with even more kinds of fields but I really wanted to get something looking like this out. Will attempt the Neko vid apartment soon!
It also runs very poorly and requires baking. The objects "pop" at different controlled times that I haven't adjusted yet for anything specific.
But man. So much crashing and mesh repairing. Despite the progress so far, I might have to look back at UE4 Chaos again. See if that's been updated. Currently this workflow path is exactly everything I feared about making better destruction and all the steps to get there.
It works but it's extremely draining. I like the path of least resistance and this just has a bit too much. Great for interactive results though.
Been trying to learn the thing I was missing with destruction and that was constraints. What the hell are those and what do they do? They make impacts spread their energy through the rest of the object. So instead of blowing through a wall like it's paper, pieces are pulled gradually with the impact. This video shows the difference: https://www.youtube.com/watch?v=YzbQAmHWXJE
So I wanted that but I need something that exports to UE4 easily and is more manipulative than Blender physics all at once. Fracture Iterator NAILS this perfectly: https://www.youtube.com/watch?v=5_-RgYkqehQ
After a LOT of crashing with the new update to see what settings work well and fast, I finally added in learning Bullet Constraints... But nothing worked past 2.79 until I found this link in this vid: https://www.youtube.com/watch?v=axUO3-l1cuk
After even MORE crashing I finally figured out how to use it paired with Fracture Iterator. I kept adding constraints to the whole thing at first, but it all wobbled weird and didn't look right as the pieces wouldn't separate from each other acting like huge chunks of glue. So this time I decided to treat the bullet constraints the same as Fracture Iterator and constrain pieces at a time so that the initial impact is there along with giving that exact pull I needed to the surrounding wall parts. And then outside of the constraint range is Fracture Iterator keeping those parts in kinematic mode not responding to anything. I can decide when they do at anytime but they're intersecting with the ground so that's why the pieces suddenly explode later in the timeline. The kinematic stuff turned off later in the timeline.
Better yet! It seems I can fracture the flown off pieces even more and the constraints aren't affected at all! This is awesome! And all this can get baked to go into UE4 thanks to Fracture Iterator. This what's necessary for building destruction.
So yeah, I think i'm ready to take on Neko vid with this process for destruction! Although lately i've felt that things only work right if I remake the object i'm destroying. Kinda like how importing an mmd model and adding physics suddenly makes things run horrible and the physics blow up for no reason. I'll figure it out. This was really hard to figure out so i'll get there somehow.
Man, this video has been HELL to try and remaster. Fighting me back every step of the way!
It's at a point where most of it looks better than the original, but there's still some work to do. I at least wanted to post progress since I got things more consistent off-stream lately.
There was also a huge bug where all objects reset to post-destruction part 3 position all the way back in part 1's sequence even though there were no animations for them at the beginning. Just ugggggh.
But I solved it... Ish, I found a workaround. So hopefully rendering out the final vid isn't too far away to then start working on sound... (I could actually now that this is rendered with most of the timing in place of what I want)
I wanted to also post this for spotting mistakes over time. In which I have no doubts I'll still miss something important that I won't see and it only shows up on the final render. Man, there is just no luck working in 3d. All negative luck on this train!
Was able to fix the audio by screen recording it instead of rendering! Will have to mess with FL Studio's rendering export to find out wtf... I ffeel like I said this before. Real tired.
Made adjustments to the light at the top that now reacts to Michiru's head... That she should've totally blown away when she landed in the first place... it's fine...
VR version wants to take its sweet ass time rendering.
So this is something extra I worked on because there's not enough content like this for gts vids. First Person perspective! This video is at a point where I wanted to be in order to release something like this with this kind of quality for this perspective. The camera animations were all hand done with no parenting because it gets all that wonkiness we'd have but still kinda smooth with good control. Parenting to the chest is ok and makes sense but never felt too right to me unless I wanted PERFECT camera work that matches the body, but our heads don't do that... idk why i'm explaining myself on this one. It's all preference.
I've also found out that the audio FL Studio was rendering was crazy wrong and this time I recorded it using obs for exactly what I had in the studio instead of the broken compressed to hell render that caused all the issues with not hearing Michiru but hearing the softest shit at max volume like the ambience.
Let me tell ya. This has been the MESSIEST project I've ever tried to fix with what I know now, but the results have been SUPER worth it! Here's some comparisons! Some stuff will be out of place because omg stuff wants to randomly move around when I fix something. It won't be up to par with other things that will be coming out because holy shit half of the things don't wanna work, but i'm very happy with the results so far! And before anyone asks, there will be sound. I just felt like this video needed this.
I still have yet to balance some darker shadows and the thickness of the colored outlines both characters thinly have but that'll come in time.
Ok, last time it took 2 hours to realize that I should've grouped the entire sides of the buildings together as I learned that I should cluster vertically so that the walls don't fall through the bottom walls. Will I need to redo the building? Eh, maybe. Or maybe I just haven't learned well on stuff falling throu- i'm just gonna get things done.
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After a LOT and I mean A LOT of learning, practice, and studying, it's time to put this method to the real test. Chaos is the most performative choice so far with destruction but is slightly inaccurate due to no cache. The plan of Blender destruction for room scenes then Chaos for whole buildings WILL work! The practice tests have been great after learning that I don't need to fracture too much for the back building parts! If this goes as well as I think it will, then the next step is adding particles to Chaos and then smoke with Fluidninja. Fluidninja is a whole class of its own and my next slowdown so... it actually might not make it into the video and I could just go with some normal explosion puffs for now rather than the thick ones where you can't see anything.
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Alright, so we know that Blender can do detailed up close destruction really well but the performance gets absolutely destroyed once things get to a whole building level.
This thankfully won't require any asset backtracking. Epic Games has been updating Chaos ever since I had issues with performance of it before. Now the Chaos demo no longer has hitches and playing at half the framerate it should! (This heavily affected when I tried to use it for Giganta)
With that in place and me also realizing the limitations of Chaos, I've devised a plan I want to test today for potentially the fastest way to implement destruction with details for Blender destruction when needed. The idea is to offset the cost of performance from destruction between the 2 programs.
So say I want to deface a building. Place the assets in UE4 then export the building to Blender. CUT the building where it gets defaced in Blender then export both parts back into UE4. Chaos will handle the destruction there. But what if I want it to be more detailed and inside a room? That's where Blender destruction comes in. Chaos can't do Giganta picking up a building and chucking it at Wonder Woman. Only general stuff destroying it. Blender CAN do those kinds of interactions. So all the inside the apartment of Neko vid would be Blender, but the building destruction scene surrounding it should be Chaos. Which brings me to think that the falling building from Neko vid should be in Blender with a cut near the bottom and destruction at the top once it lands. (Add rubble in UE4)
And now the only issue left. Chaos Cache still isn't working in UE4 in preview branch 3. But that's probably yet another reason why Chaos is stuck in preview branches. Anyways, this puts a hold on converting scenes to games at the moment. I still need to study that, but destruction is SO so important to me. What's more important is that it doesn't hold me back by turning the project into a slideshow and that's NO GOOD!
Still gotta figure out how FluidNinja will factor into all this but it will be ok to put that off to another small project for now. Chaos can give breaking data for particles to emit from and that's insanely powerful that I can't do with skeletal meshes from Blender.
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After all the crashing from the previous stream, I studied some more and now i'm gonna attempt the whole apartment when Neko crashes out of it. I might have to recreate parts of the building but maybe not.
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Been nervous about doing a destruction stream but here we go
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With character lighting getting much better now, I'm now replacing destruction and fixing any light leak issues or whatever around the map
After spending a day or so rendering out the Michiru VR video, I had an epiphany.
The destruction is done in Blender so it's like playing an animation in UE4. The books falling all over the place are recordable in UE4. And it's all VR compatible.
Technically this is the first video that has the potential to be released as a .exe where I could turn it into an interactive experience. You know, fly around and do timey-wimey stuff with playback. (Previous VR vids used destruction that can't be cached... although maybe not Ms. Marvel? Although city environment ain't light on a pc... all this seems fixable in the future though)
Hmmm... How to do it... It'd need a menu, playback thingy on the arm, flying around, multi-headset compatibility, maybe snapping to cameras, a template to bring to any video- wait. Keep it one thing at a time at like flying around, sequencer control, and desktop mode.
Anyways, just wanted to say that I want to look into this!
I don't think Youtube can play VR videos that are unlisted on any apps like Gizmo or something. Nor is it easy to do so anymore because of their bs. So here's a direct link for download as I still recommend using DeoVR for watching! Just tested it out and... damn, this vid hits different.
Issues: . WAY too quiet. Idk how the regular video did fine but I need to adjust some settings for the next render. EDIT: Turns out I had DeosVR's audio set real low . Her foot clips the camera in one specific moment so i'll need to either move the camera to the side a bit or her leg.
Things to look out for:
. Player scale is a bit smaller and short because, you know clipping, but also because her butt hangs over the camera and gets DAMN CLOSE! I didn't want to have the camera moving AT ALL this time because it can get people sick. But tell me if the camera should move slightly or duck or something
Tell me what you guys think of this version. Also if looking at or focusing on objects is too hard because of the set IPD. Like 7.0 might be slightly too high when looking at close objects for me. Like some edges of a book at a specific distance just don't QUITE line up but it wasn't too bad.
Firstly, after a lot of work, Kat has been released, completely free with no strings, with a model built from the ground up by General Buta and rigged by Mr. X. Opening up for an animation by me in the near future to use her for some high adrenaline gravity defying action! (And so others never have to deal with the horrible mess of the in-game model of her) And because of the no strings release, InfiniteTatami (https://twitter.com/tatami_DAZE) and other 3d model posers that went through hell to get nice renders of Kat are now allowed on a Gravity Rush fanzine coming out soon because this model is built fresh! I'm gonna attempt a render to apply as well! https://www.gravitymemories.com/
Onto some Rendering and VR news! I found out how to scale the damn camera finally! I have to parent the camera to an object then scale that object! I'm wondering about making a soundless VR version and letting it render overnight.
I also figured out how to use raytracing, which is actually the key to getting much more cinematic polish. Funny enough, it never crossed my mind that I was using game-lighting in UE4. All those high quality UE4 projects I saw that looked cinematic were using raytracing of some sort! The Kat pic above is actually using it but here's a clearer difference from Kaiju Club scene alpha testing.
BEFORE
AFTER
So Raytracing takes lighting from game performance style to getting much more cinematic polish like Blender's cycles or Octane renderer used for movies! Of course as you see the art direction i'm going towards isn't really realism but kinda like a mix with concept art. But look forward to raytracing making things look "Holy shit" in the future! Funny enough, all those lights I put around in the Michiru vid is almost like a remake of what raytracing already would've done so it doesn't really need it and I'd have to redo so much to add it. Also it hits heavy on performance but a DLSS plugin made by Nvidia is just NUTS at using screen percentage tricks to jump 40fps scenes all the way up to 120fps!
I finally got past all my destruction learning/porting issues with Blender. I also learned of resetting normals so the feet don't look badly polygonal!
First the shoe rip I was scared about because my modeling antics usually land me into cursed spots. Just ask my rigger for Kat and he'll tell you I know how to fuck something up real bad. But here, I decided to take this step by step. Keep it real simple. Duplicate the shoes> Cut them in half from top and bottom> Study shoe rip stuff> Try to replicate how messy they are and use a plane and stretch it in weird ways for inner shoe tears still connecting to the top> Use a ton of shapekeys to deform stuff. It came out ok, but I feel like this video is a stepping point towards these things. It's ok that the destruction looks a bit polygonal. It all works and I can get better at it later.
I actually had lots of issues with getting the underside of the wood to have lighter textures than the outside. And it was all because Blender counts its material index from zero instead of 1 so I kept choosing the wrong thing for cell fracture to apply to!
This makes me realize that I should add a camera shot of this happening to the vid from this angle. I gotta work on all the B angles.
Maybe some more smoke will cover up this polygonal wood? Or maybe I need to learn to cut better? Either way, a good try to get more detailed Blender destruction working and ported to UE4!
Now this took some extra time but was worth it. Most of the books in here have real-time physics within UE4 and are gonna be knocked around all over the place! I learned from this earthquake video that even simple stuff getting dynamic physics can make a scene feel more alive! https://www.youtube.com/watch?v=8yKbH5GEwzk For mine, I had to have the collision not be from inside the shelves as those exploded the books from the simplified collision. Instead I made a bunch of invisible planes to interact and throw the books the way I wanted them to be at certain times. Same method I did for Yuri's roar in DDLC vid with the cars getting sweeped up by a huge cube! Using invisible basic pieces is a great tactic for... a LOT of real-time physics things, surprisingly.
I also got my 2nd Covid shot of Moderna today! So I'll be far safer from the virus and keep on living to make content. Man, too many people I know had family members that caught it or caught it themselves and have been going through a rough time or just had bad taste for a month. I know I'd fall into full sickness if I got it with my asthma. It's a load off my mind to avoid the damn thing finally.
The only things left to do are to do some more facial animations based on some lines, clothing physics, voice acting, and sound. A LOT of my time, what felt like the past few weeks, was studying destruction in Blender and MAN did it take so much time to get here. Now that I know the process, it's much more streamlined lately. Just lots to learn and still more to study. And VR mode. I'm also thinking of a first person mode.
Edit: Btw, Youtube REALLY likes this thumbnail. All 3 choices were just this.
Apparently Youtube really likes her feet for thumbnails. This current shot was choose-able twice and then the shoe burst scene.
Starting off, I'm working with Minmax to make an add-on that will make adding Gravity Collider physics WAY EASIER than having to go through all the wire setup and bullshit.
It's coming out simple and stellar so far for easy physics setup for anyone! (I'm suspecting he wants to put a price tag on it but I want to make it free for everyone. We might meet in the middle once it's done)
Next is a 3d model of Kat from Gravity Rush I commissioned. Close to the finish line! I've been working with GeneralButa and Mr. X for modeling and rigging. This one is based off of the Overture animations. (So you don't have to deal with the confusing as fuck 50+ facial meshes that swap out every other second on the game versions. Just wtf? Also the horrible tendril hair that was just impossible to work with for animating) https://www.youtube.com/watch?v=tFeXtu-3u78
And finally there's the whole Michiru animation with facial expressions now in Blender. I was thinking about adding voice lines but maybe not? Maybe go the Neko vid route with grunts?
I'm hoping to have this and Neko vid presentable for higher tiers before the month ends but you know how life goes. April has probably been one of the worst irl months I've had for 2 years in a row. I think I want to call it March 2. Or maybe count upwards like March 45th. Always things dying or house flooding or whatever going wrong. Developing serious superstition.
It's CLOSE! I can feel it. Just put that work in today and tomorrow on sound an it'll be out. The VR version I still gotta render but that should go quick once I get the initial release out. Although I will warn that Mako~Chi is sick and can't fix up a few lines so this month waiting period til free release gives her time to recover and that will be done on the full free release.
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Looks like i'm gonna be adding sound as fast as I possibly can. I finished off the lip sync and some clothing physics using the wiggle armature. Now it's just the tail and then bringing it all home in UE4. I DID test out UE5 but... man, I'll check it out more once Michiru is done.
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Getting hit by some covid shot symptoms. Biggest one is really fast soreness and scrambled brain. Gonna fight through that for this short stream.
Also officially moving over to Piczel!
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Edit: Everything went really well tonight! Now I gotta bake all the destruction from Blender and put it in UE4! I was able to learn A LOT over the weekend about fixing UE4 imports for destruction in Blender. A lot of it has to do with topology being bad and fixing it with limited dissolve and merging vertices. I also learned the FUCK out of raytracing which is actually the KEY to getting a cinematic polish over my videos. BUT i'm gonna have to try that out on a newer project as I'd have to redo the lighting in Michiru all over again but the Michiru vid already looks great because I kinda built my own bounce lighting with all the lights all around. And Neko vid already has the worst performance I've ever seen. It'll be fine, I just gotta focus on finishing the destruction in Michiru and then redoing some destruction in Neko vid to look better.
I was also able to find a newer version of bullet constraints for Blender for better destruction impactfulness but I don't really need it right now so i'm gonna finish off Michiru without it. ----- Now that I have basic destruction popping off, now I gotta blend it into other stuff. And still learn inner recoloring that sticks after baking -----
Piczel is a damn good option I might switch to once Neko vid is finished. ----- $10 a month vs Picarto's $15 a month is a massive difference over time. Also, there's a LOT more stream watching options based on mobile and performance or latency. Wanted to test it out today
Edit: Wow that screen came out wonderfully glitchy