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Missing 2 full-res photos, 1 file.

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I'm still short on a few animation assets but there is enough to complete one branch of kissing logic. Video 1 shows Shinobu first starting out angry and becoming angrier as I approach her. This is the proximity part of the logic. Then I move the camera towards her cheek which for now counts as a kiss (for debugging purposes). She then reacts and turns happy. However there will be another split off animation in which she doesn't become happy and just pushes you away. 

Something interesting: The way I play animations is using an avatar mask for the legs and torso. Thereby allowing me to also play walking animations at the same time. However, this conflicts the torso and legs animation playing at the spine1 (transform root). This made me have to choose and prioritize playing the legs's animation on top of the torso's animation, on the spine1. Meaning I will not be able to animate spine1's transforms in any torso animation (because its being overriden by the legs animation). Otherwise the legs will clip into the floor as they won't be able to move the body upwards during walking. Of course I could play the same animation on both body halves like I do for the sit down on floor animations.

Afterwards I put in the new animation that I made for being surprised while happy. Video 2 shows the regular surprised while angry animation with the logic. Video 3 shows the same but now with the happy variant.

Switched over to Kubuntu because I was getting fed up with Mint's problems. The switch over was not as easy as I thought and I was hit with a flurry of technical problems. For one, the latest Blender v2.79b has a critically dangerous bug where source texture files in use get deleted (image file cleared and file zeroed to 0 bytes. ???). This caused all of Shinobu's skin textures to turn white in Unity. So I rolled back to v2.79 and hard reset my git project. This is why backups are important. Then I had to manually copy over old Blender settings and spent an hour getting Visual Code to work with Unity. Then I realized my blender was not running with --enable-new-deps-graph which is critically important for baking out accurate transforms from Blender for animation assets. This is the command for enabling the beta dependency graph which fixes Blender calculating modifiers in the correct order (inverse kinematics, damped tracks, copy rotations) etc. If I did not have this option enabled, all animations would have 1 frame late transforms which would look like weird snapping when played.


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