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Greetings, my dear patrons! Long time no see!

I am sorry for a pretty quiet month, mostly because there are a couple of changes that are both intentional and unintentional. Which I will elaborate below. Sorry for the wait and let's move on to the point.


Live2D Updates


This happened a week ago, while I was finalizing the model file, Live2D (the application I used to create this kind of animations) has released the new version that included a good amount of updates. Mostly QoL and some functions, without going too technical , I'd say the update has some useful stuff that I can apply to my works now. Something like better blending, free form colorizing the model without the needs of external application and more.

It has not come without a cost though, in order to apply these new effects, I have to spend some time to retract and rework my model files (also have to learn about these new updates a bit.) All in all, it is a great update that should pass for the next project, but I decided to apply it at the current one, ended up taking a bit more time.



Yor's project - heavily transition based project!



Never before, that my project has this many transitions. Usually you guys will know me for someone that focus on complexity of the motion. But this one is stepping up the transition technique. You will see the character bending the legs over, moving hands across the body, all affect the other parts of the body too. This technique, while looking cool, doesn't come without a price. That lead me to decide to change my regular project fps to "paced" variant (frame rate pacing between 24/30/45/60.)

This is better to hide the unnatural transitions (fixed 60 fps sticks out like a sore thumb lol.) But do not worry, the 60 fps versions will still be available till the unforeseeable future. Just not the preferable version anymore.

At this point, the releasing date is aimed to be around 26-27th. For the voiced version, I will try to upload as soon as possible, but realistically, that's up to the voice talents to do their works (and I don't want to force them to make up of my own delay.)I will have the voice folders up on Google Drive and MEGA ready if that happens.


Changing of my animation progressions.

If you are a long-time fan, you might know how I do my every project. They are all something like this. 1.Idle & foreplay -> 2.Insertion -> 3.Action -> 4.Climax -> 5.Afterglow.

These are usually how I do my project. However, I have decided to mix it up a bit. This change will depend on the narrative of the project itself. I am not going to completely abandon the old tradition by any means, but it will play out with more specific scenarios better. Imagine some project might lack 1 and 2 but will have much more content on 3 and 4.

Still, if it's not too driven by the scenario you guys will have a good old 1. 2. 3. 4. 5. as always.



Some small updates.

- The poll is coming back. (We have a lot of character reveal and hype in this "not E3" month. Expect some good names on the list. Final fantasy, Persona, Fire emblem, Street Fighter, etc.)

- The upcoming commission character is from Persona.


I have cleared most of my management and personal life stuff, I should have a bit more time to work a good stuff next month on.

See you guys in a couple of days. Sorry for taking some time off this month to re-plan myself. Still, improving my works is my ultimate goal, and I would love for everyone of you to see it happen.


As always, thank you and have a nice day!

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Comments

Caustic Hornet

Thanks for letting us know what's going on. Can't wait to see the Yor and future projects.

Scumstango

Absolutely outstanding work as always, the quality of your work continues to improve! 👍👍👍👍

BunnyBishop

Really can't wait for the final animation. The work on transition give a nice feedback on the character's feeling and personnality. I love it !