37_RaidenShogun-cowgir + June Update

Animation #37

[June Update]

Hey ya. This June's downtime is because I won't have access to my workstation for a few weeks while I move out of the country to go home. I'll be packing my workstation for air cargo end of this month of May.

Just in case, one of these two things will happen:
1. I beat the deadlines end of this month and schedule all releases successfully for the month of June, or;
2. I pause Patreon billing* for the month of June.

(*pausing Patreon billing means you will not be billed/charged for one month starting from the day of the pause. You do not lose any remaining time.)

In either scenario, our subscribers would not lose anything.

I'll update again about a week from now (~May 29) to see if I could complete enough work for June. If not, I will have to pause June's billing.

[Worklog]

Working on this reminded me of #4 and #5's Raiden Shogun's 'cowgir'... And after watching it again --- please don't watch it again.

I'm happy with how this 'cowgir' segment turned out. It's getting pretty tough to keep things new-ish when we're going through similar positions over and over again. I guess as long as the character's different...

I've also managed to tame her hair this time by using Node Constraints to lock them onto invisible spheres then altering the position and rotation of the parent sphere with Timeline.

This is what I'm probably gonna start doing moving forward 'cause controlling hair through dynamic bones 'force' or 'gravity' is too unreliable - I tried that with #34 Hu Tao's hair and it was a really, really, bad time. In that Hu Tao scene I had to do the whole DBC objects in certain spots to hold her hair which gave really little control in the end.

This won't be visible in the scene data unfortunately since we're replacing the character, but the idea is invisible sphere objects (disabled object visibility in MaterialEditor), Node Constraints linking position and rotation, and parenting the spheres with each other according to the hair's bone hierarchy. A good candidate for the next Creator Log.

Alright, I've been working hard this May. I need to get the timing and pace right. See ya next update.












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