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Before I add more stuff, I need to ingest and digest the new logic into the codebase. There are lots of things that need to work with each other including a permissions system for handling if an animation or logic module is allowed to play. Permissions are just flags for "is left/right/both hand(s) available?".

One example is the alternate idle animation where she crosses her arms. This animation is now disabled when holding anything with her hands. It caused clipping with her right arm and left hand. Following image visualizes this:

Another example is the IK not being disabled when exiting a certain animation that used IK, this caused her to constantly have her hands towards you, like a glitchy dopey hug. Image related:

I wanted her to beg and walk towards you at the same time so I reworked how the torso and leg syncing works so the legs can work independently when desired. One problem was that the normal walking animation had rotations not meant to go with other animations. Video 1 shows this problem. Notice how she sways left and right while walking. To address this problem I built "spine_stable" animations for all walking animations to make smoother "play on top of legs" animations. Video 2 shows the fix.

A buggy but current build of the donut logic is Video 3. Buggy because I'm not done tightening up the loose ends. You can see how she floats coming down the stairs, eats an invisible donut after throwing it, etc.

I should finish this side of the bugfixing by next blog post. Hopefully I'll start implementing the angry part soon. I have to start rushing soon for demo day! Still have lots of work to do including VR implementation.


If you guys have a better alternative for gfycat for viewing videos, let me know. Not sure what service to use. I'm also thinking of making short summary videos of added features once every demo release.

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