Many thanks <3
OK, those NPC sliders are seriously cool. Is this that is only for yourself as the dev or would this functionality be in the actual game??
Just for me, all set up in Blender. Could absolutely export shape keys and use them in engine as well, but the current plan is to just export the "baked" result.
They look so blissfully happy in that last gif. Can I call them Buddha?
Won't fit for very long; hair and headgear and stuff coming up!
Did you have much trouble with dealing with blender armatures? I had trouble 10+ years ago but it's probably a thing of the past.
I recall having issues in the past too but it's been quite smooth this time. Not sure if it was Blender or I that got better
But it's been nice, works with the mirror modifier and everything as long as the bones are suffixed
.L and
.R etc.
Experimenting with an idea I've had forever of faking wind by vertex painting looseness onto cloth and moving the points in shader. It's all a little wonky at the moment but fun to try.
That is awesome! I am using a similar thing (a "looseness" texture) on my plants, where the stems have to move less than the leaves. I recently thought I could use the same code for hair and cloth and seeing this in your devlog makes me want to try it out right away!
Good luck, looking forward to it
Also noticed I had subdivision and armature modifiers in the wrong order in Blender so I wasn't getting the same results in engine (testing in Unity here) and I'm going to have to redo some of the weight painting and perhaps a bit of the topology as well, wrists bend weirdly now for instance
So here's some pictures of that…
1 is original state of armature before subsurf, so that the smoothing happens on the posed model instead of before posing.
2 is after changing their order so that Blender and engine results would be the same but it bends badly (arms foremost) because of interpolated weights onto the extra edge loop added in the middle of the forearm for example.
I tried all sorts, even sacrificing the procedural workflow to apply the subdivisions and then manually remove the extra problematic edge loops, but you can't do that without removing the shape keys, and when I found out it didn't really fix the result automagically anyway I decided not to go ahead and add all the shape keys back.
3 is then the result after sticking with the unapplied subsurf and just trying to fix it by adding some extra edge loops to control the interpolation cutoff points and redoing some of the weight painting. I'll work on it some more (I haven't touched the legs at all, as you can see) but I think this is the way to go. It doesn't have to be perfect anyway, between the messy watercolour style and clothes intended to cover most elbows and legs in the end.