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Still working on migrating and re-animating all hand animations with the new hands. I tweaked the hands a bit since they still looked off. Hands are kind of hard. Especially while trying to figure out topology. A great way to fix weird looking hands that I learned is "go for the fingernails". 9 times out of 10 it's the fingernails fault. And it did help. Also the fingers were a tad too skinny. Still tweaking the fat of the palm. Video 1 shows the current new hand model with a deformation test pose.

I had to re animate all animations for the hands (which was a blaze really with the new rig). Now I just need to finish up the holding form system. It works like a tool that allows me to pose the object holding forms in Blender and export them into Unity and save the data locally into each object's array. Following image shows the tool:

Not much to show other than it helps me with stuff a lot. Tools Engineer is one of my primary skills in my professional life. It's something that the movie/video game/contracting industry really needs right now for a lot of random applications.

For something more exciting, I created Shinobu's trademark green bracelet. Canonically it is a reference to an older show called Popotan whose characters were also designed by Watanabe Akio (Shinobu's character designer). I wanted to spice up the way it interacts with the world as oppose to just being a static mesh so I added simple fake physics that makes it fall up and down her wrist depending on the direction of gravity. So it works on any animation automatically. Video 2 shows the bracelet. Might make it a bit thicker.

That was it for the past 3 days. I should finish up this hand and finger rig system tomorrow and have something more substantial to show. Hopefully including Shinobu actually eating the dam donuts.

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