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Messing with the textures and colors a bit still.  I'm not sure how the stripes will hold up when I start making the different body shapes.  

I got sidetracked working on the slime girl this week.  She's going to finally have proper melee animations and probably a ranged attack (assuming I can make a decent looking projectile).  Still need to tackle updating her old scene animations and figuring out a decent solution for hair rigging.  

On a complete tangent - hair rigging sucks.  I was going to use dynamics and do a cloth sim on hair at first, until I found out you can't use dynamics in conjunction with blendshapes.   Which I was going to use blendshapes to reshape the hair when a helmet gets equipped. Then I came across this article https://simonschreibt.de/gat/mafia-ii-hat-vs-hair/ .   Which is an awesome trick but I don't see it working super well with longer hair or ponytails.  The final option that I'm leaning towards right now is sort of brute forcing things.  Create a handful of predefined joints in common configurations for hairstyles and then hand animate everything.  Which I think also means doing different animation layers for when a helmet is equipped?  Thinking of the ponytail example - if it gets pushed down against the head by a helmet then it wouldn't move at that point.  So I guess create an "animation" of the ponytail without any movement and blend into that when a helmet gets equipped?   Or just delete all helmets from the game?  Or make everyone bald and write that into the lore somehow?  

I dunno, I'm still thinking through things.  If anyone has any experience or links to examples/solutions that could help let me know!


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Buzzbomber

My suggestion and something I see done quite often is for the helmets to "hide" the hair when worn. I'd rather take that than to have everyone be canonically bald because magic shenanigans. Some examples may be an exception to this though, in situations like that it might not be a bad idea to make specific meshes for hairstyles where it would make sense of them to be employed until such a time comes where you can make it more dynamic. Ultimately you don't want to get too strung up on any mechanics that might be cool in practice but impractical for the scope of the team and purpose of the game until such a time comes where said mechanics are either essential or there's time enough to spare that implementing them doesn't prove to be any sort of significant obstacle.

slaen

Lol, the "canonically bald solution". Do some post apocalyptic/ nuclear war Planet of the Apes backstory? I hear you about not getting distracted by the smaller mechanics, believe me it's a daily battle sometimes. The hair though I feel like needs some sort of at least temporary solution. The slime girl especially, her hair is really static and cuts through her body and looks odd during her scene animations especially. I'm still exploring solutions though. The mechanic to hide the hair is most likely part of what I'll end up doing. I'm thinking about 2 or through groups for hair. The normal no helmet look, the half helmet look where the helmet only covers the top half of the head, and then the full helmet where the hair is hidden but part or all of the face is visible, and the final one would be a complete head replacement where the character's face is completely covered. If I'm correct I can do this by "turning off" the animations to the hair and then setting a blendshape to shrink the hair so it won't clip through the helmet. I'm going to test some stuff out on the slime girl first while I'm focusing on her content. We'll see how things turn out! Thanks for the feedback!