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Hey guys.

I've been working on the outfit I talked about the last time. The model itself is pretty much done. If you don't care about the technical details of the video, skip this bit of blogging.

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Now I'm on the weighting. I decided I wanted the chains and hanging medallion things to react to physics. I've been working hard on it, and it's paid off. They jiggle like I wanted them to. See the video to check it out in motion (I finally found out how to record videos with the GeForce Experience thing, definitely beats Fraps).

I'm using completely custom bones there, not the skirt ones, since these are too low and too long.

I also discovered that the last bone of the bone chain defines the "floor" of that individual bone chain. Which is why sometimes you have models whose weighting doesn't use the last bones of the chain, these are actually used by the DynamicBone script to define collision and a floor. So if you weight a mesh to the last bones, it'll "collide" with that virtual "floor". The solution for things that aren't supposed to collide is simple: Just add more bones.

Sadly, I also found out that if you add custom dynamic bones to an outfit, they don't load correctly, and the script fails to find them. So the only stuff that can use custom bones at all is accessories and hairs. So I made this a waist accessory. Gives me the ability to use custom bones, I can position/scale/rotate it, but can't use the main skeleton's rigging. Well, in this case it didn't matter a bit, thankfully, since it's just a waist accessory.

Anyways, wanted to share this with you guys, since I'm actually pretty happy with how it turned out.

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As for Mai, I'm almost done with her, I could use most of the sources I already had, now I'm working on giving her a separated scalp like the most recent girls. Next I fix the hair to not clip with said scalp. The textures are not finished though, I'm reworking the specular map again, and the makeup has to be remade since I changed the UV. So no makeup or good specular in this screenshot:

And regarding the requests, there's been a change of plans regarding one character. The patron who asked for Casca decided he'd prefer Motoko from the FPS First Assault, based on GITS SAC. Based.

So yeah, I'll be porting Motoko Kusanagi from there instead of porting Casca.

Sorry about the low resolution pic though, couldn't find a better one for some reason.

Does anyone have the game though? I'd love to have the original NIF files in my hands.

Well, that's it for today's long update. I'll continue working on Mai, the outfit and I'll start working on Fang.

See you!

Files

Gyaru Dancer Dynamic Bones Test

Comments

Anonymous

WOW! I love the effects on those chains! O_O Also would you mind doing a comparison picture with the girls once you fixed them with the original?

Magaman

What has she changed? I do not know the difference.

SupaRioAmateur

I thought I've told you I have the nif of Motoko. latest nif. and I think I gave you the link before. <a href="http://www.mediafire.com/file/9e2w7w35okz6cr3/Motoko.7z" rel="nofollow noopener" target="_blank">http://www.mediafire.com/file/9e2w7w35okz6cr3/Motoko.7z</a>

SupaRioAmateur

it also contains Noesis 425. fairly new

roy12

Yeah, sure. I'm gonna leave that head as optional so the old card will still work anyways.

roy12

Ah, thanks. But it seems the models have no face bones at all. They also look kinda glitched in Noesis. Like some vertices are joined at places they shouldn't be. I guess I'll have to use the one I have. The intro cutscene model was probably never ripped with bones then.

SupaRioAmateur

Yeah, there is no head bones. It's the model for the fps game. not the cutscenes one. I don't think that model is present in the game. since the cutscene may just be a video feed. where did you get your original model?

roy12

I got it in a FacePunch/XNA thread. Don't remember where at the moment, but it has higher resolution textures, a higher poly face and the UV is very different because the higher resolution face textures are a mirror-in-x kind of textures. The face goes up to 1562 vertices after removing doubles. They could never get the bones from that model though.

SupaRioAmateur

Interesting. Could you share it with me. I use motoko to do weird dances in my indie