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Hey everybody! Another (two) months has passed and here I am with more devlog / wip
(for our security reasons, I'm changing the name of this project just to Mama P. so it's not clear where she's from 😁)

So for the 3rd devlog, I'd pretty much finished the basic rig and also added a fancy option to move the dildos around and taking advantage of the cool real-time physics haha I imagine many of you guys spending some time playing with those pp floating around, I'm really proud of how the balls on the man's dildo turned out hahaha

The pp's gets a little shaky when grabbing / moving it around on the Live2D, hopefully it won't happen in the final game.

I was annoyed by the fact of having to remove the top part of the apron just by toggling it, it's too cheap and not fun, so I rigged a way to push it downwards, which make them beautifully bounce around, as intended 😏

There are some extra features rigged but I won't be able to show due the following thing I'm about to say.....

For the 4th devlog, once I started this week, the rig was pretty much ready and set for getting into Unity, I'd to leave some features off in order have all the basis for the model to finally get start working on the coding and take this project into the next phase, then this happened:

As you can see, something isn't right... where's her apron that should load by default? why is she wearing a pair of panties one top of other, is she over-protecting herself?! Why is there some hidden boobie behind the huge one, wtf!

Then I tried to play around to see if at least the model still working as intended and I got this:

Well then, I'd to go back to Live2D and figure out what was going on and why was this happening! I didn't had issues with Ganyu, it made no sense

After some research I found the problem, let's dive into some technical details for the nerds, if a child deformer goes out of the boundaries of it's parent, Live2D can compute the deformation, but it can increase the processing, but in my case it was SO off the boundaries that it broken the model and it couldn't compute at all hahaha

Well my brothers and sisters, I found the solution and I must share it with anyone else who's into game dev and can potentially fall into the same trap

https://docs.live2d.com/en/cubism-editor-manual/convenient-function-deformer/ 

Under their official documentation they explain about what I mentioned above and show how to fix it. It's really important to this option active so you can see what deformers are going out of the boundaries: [Show] menu -> [Highlight Vertices Which Stick Out From the Parent Deformer]. 

Then go to this menu: [Modeling] menu -> [Deformer] -> [Validate Deformer] to display the [Verify Deformer Dialog] to find out which deformers are broken, if you select one of them and hit Ok, it'll auto-select it, pretty handy.

I can hear you start crying while thinking that you'll have to pretty much reset all the paramaters and start it over again, BUT! I found a tricky to solve this!

First of all, I recommend you start doing it from the top parent deformer to the bottom, as it can save you some headaches in this way.

Create a deformer as child of the "broken" deformer and expand it to a reasonable size that you know it'll fit all the morphing keys, hold down Ctrl while dragging the red transform box for it. Once you've set the new size, select the parent deformer and use the following menu item: Modeling > Deformer > Delete parent deformer and pass on its parameters to child component. In this way all the keyed paramaters will be received by the child and bam! Everything is now under the boundaries and you can move on!

Just keep in mind that it won't carry over the Parameters with Blend Shapes, so if you can't find a way around, you might have to redo those parameters.

Well, this was a pretty long post and you reached this line, it means you're very patient and awesome! haha

much love, washa ❤️

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