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Hi!
It happened again... i wanted to update you much more and now it's over a week since the last devblog...
Always i want to give you something to play or at least a fun video and so i tell myself "just get this done and ten you post" and then it's a week over and i still haven't posted >_<
So let me update you on what i did anyway! I really want to try keeping up those two to three devblogs per week even if i did not came as far as i wished. I like your feedback and really want to let you♥ know what happens more often!
So what have i done last week,
I continued working on the Framework showcase, i decided it would be necessesary to fix up some parts i did not like and that eat way too much framerate...
So i remade parts of the palace so that they are not using as many modular meshes and more "Hero" meshes.
Throne and Throneroom of Princess Arialla (See Pic above)
I want the Palace and the environment of Frost to be just like i imagine, and i noticed that the Modular look did not fit to some parts, or you can say i just needed an excuse to model something and get away from coding for a few hours :x
Then i added a few NPC animations for making chores like brooming or playing music on a harp so the Princess can listen to some music while sleeping :3
And then i Coded ohh boi have i coded and after like three mental breakdowns i finally solved an issue that was hard to track and annoying.
There are some events that have "Forced interaction" this means they usualy catch you when you get too close or when you for example pull your buddy out and closer her pose will change and if you get too close an event will start on itsown, like the Tail/FurJob here:
Notice what happens?Notice what happens?
You just rotate 180 degree on the start and on the end of an event...
Now you think hey its an easy fix, just find the closes rotation and it's fine...
NOPE.jpg
because it's using the Root bone and the Control rotation and somehow i was too stupid to calculate the rotations in relation to another one and so i fixed it a different way!
So now i first get the Pelvis bone and copy it to the same Transform as the Event Pelvis bone.
Then after the player pelvis is alligned with the event pelvis bone,
i copy the Root transform and blend it over the pelvis transform and....
Tadaaaaa it actually works pretty well no matter the Root Transform :3
Now lets talk about tails,
Characters with multiple tails are fluffy and fun,
so i made four different versions,
The way they work is, in NPC mode the tail will be attached to it and move with her/him,
But when going into an event, the Tail will hide on the NPC because of animation sharing issues it needs to be inside the Event itself.
At the moment only Princess Arialla has Multiple tails (9), but i like to keep the option open for more multi tail characters.
But fluff also can cause problems...
You can't see the action :O
So i made a XRay shader for some of your "Bodyparts" you can enable and disable it in the settings menu or by pressing the "X" Button.
I still don't know about the look, it feels like out of palce with the XRay shader on, but i also get that it is fun knowing what happens :O
What do you think about the Xray shader?
So now that's all for now,
I am still working for today, lets see what i can get done :3
Will update you again very soon!
and one thing i was planning to do over the weekend, was to finish the last Male player character...
but i got carried away by this other stuff above, will put some fun examples about the male player models into the comming devblogs, if you are interested in something i should talk about just tell me in the comments!
♥u
Your Furrier,
ps:
These are the Framebuffer visualizers, some look really freaky, my favorite is the "WorldNormal" one on the top right corner :3
Also B Version of the pose on the top :O
Checkout the attachement for a secret additional image :3