All hail Blorpolorp
I think part of the fun of rigging is just making horrible abominations of poses. I haven’t actually had time to weight paint yet, so default weights are predictably terrible.

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All hail Blorpolorp
I think part of the fun of rigging is just making horrible abominations of poses. I haven’t actually had time to weight paint yet, so default weights are predictably terrible.
HAND
Honestly... Good enough for my purposes, I think.
Oh.
Well, some scaling an a bit more proportioning, I guess, but, it’s getting there! Almost to rigging... Oh I want to be done with the modelling for a bit. Xp
Warmups
So, getting back into coding and such now that my computer's back. I thought I'd lay the groundwork for a level gen algorithm that I've wanted to try for a long time. This is more for J'ardscape than Pulsonic Dreams (since Pulsonic Dreams doesn't really have a world per say, just an endless expanse of space).
I am going to be dealing with recording stuff tonight into tomorrow. Just wanted to get prepared for going into the coding video later!
But yeah, this is the groundwork for Wavefunction collapse! Something I'm going to need to utilize for later areas of J'ardscape (and something I want for other projects too) as Voronoi + Cellular Automata is great, but sometimes you want more constructed things. This algorithm takes some already assembled tiles, and puts them into a sensible arrangement.
More modelling
So, most of my work today on the model needs to be taken from a different angle.
I adjusted the deltoids a little and the ears, but most of it was like... Defining the scapulas and giving butt.
Giving butt took a lot of adjustment.
Hey, if you can’t see the face, this model is vaguely passable!
It inflicted damage to itself. Xp
Just a fun way to start Pre-Alpha 3. Oversimplification.
Well, around the hips I think the weight painting is getting to be alright. It’s very important to ensure that I have the knee pointing in a reasonable direction as well, that was throwing me off for quite a while. Now I’m fighting with the shoulders, and probably will be for a few days. Xp There’s also still some cleanup to do at the chest and ankles, but progress is being made!
Brandish torch defensively.
I know this image is not considerably different from the previous two, but this is first pass of the short sword idle animation (while holding a torch). I’ve also implemented materials for the skin and eyes in-unity, which you can kind of see a bit of glistening there of the eyes.
I don’t know though, that once again makes me consider skin tone selection in game. I think I do want players to basically be able to just do a full RGB selection for any coloration customization, but also like, the ability to do like, canon skin tone ranges I guess? I really liked how Everquest 2 did skin tones, actually and would love to figure out how to replicate something like that as an option. Although, skin tones for several groups are weird compared to real life anyways, so RGB probably isn’t out of place. Really that’s more of a concern with randomly generating appearances of NPCs when I start actually having character customization. Xp
ramble ramble ramble. I also did some code things, but it was merely implementing something I’d missed in the previous model (actually setting the animation state’s weaponDrawn flag so that you don’t leave combat stance after getting hit, I’d never noticed) and that smoothing on adjusting the “torch hold” weight when you are moving. And finally, I fixed the orientation of the right weapon bone, so now there’s edge alignment, that doesn’t mean this is the final hold-position of the sword though.
Decisions, decisions
So, I’m working on animating the basic walk animation still, I’m almost done with the first step (which means, I’m almost done with the animation because the second step is the same as the first, just mirrored), and I had a thought. Maybe have a split between the “typical” male gait, and the “typical” feminine gait (more “tightropey”) but have it be on a slider, so you can blend between them.
Like, I’m already kind of planning on most the body being sliderable as is, but also, I don’t know it feels like maybe unnecessary? I don’t think I’d change how I’d walk typically in a “combat situation” unless I had a weapon drawn myself, but also, like, I don’t walk normal while hiking! There’s certain places you want to step, y’know? So it’s kind of an abstraction either way anyways. I’ll think about it, if nothing else, more options probably isn’t a bad thing.