There was a revelation I had about my workflow, during the Troll tussle I had some major collision strifes that I found no solution for with the current settings.
It was during an rig altering posture for the mesh that did not play well with collision detection. There was also a jiggle I was not fully happy with, so I started digging into why and how it was so.
After some research and talk with GPT, I was able in a course of a month or two to make my own addon for blender that would solve this.

June passed by and after more testing and test renders, at version 33 of tuned numbers and settings for the addon and Njori (LGGF) I believe I have the most realistic jiggle than ever before.
"But what about the threadmill animation? That one was good."
Yes it was, but it was tailored to that particular scene, and did not have the posibility for good collisions with other objects.
What we have today are all of them combined into a beautiful working system.
Do not mind the rugged animation of the arms or hands, this is but a simple WIP test of a catwalk model, and I do not intend to spend another month cleaning/polishing that animation up for a simple test. The legs work alright, and that was initially the only thing I needed from this mocap data.
So yeah, I feel bad for taking a long detour through the grey binary forest, but I gained a level because of it, something that will prove to help speed up future content.
Thanks for your continued support and patience.
The videos in HD are as attachments, they also include the halting up part.
- Alluringsteed
Gabriel
2024-07-13 20:43:49 +0000 UTCKerenga
2024-07-13 20:26:32 +0000 UTCLustGard
2024-07-13 14:09:59 +0000 UTCredguard153
2024-07-12 23:05:14 +0000 UTCKerenga
2024-07-12 17:08:48 +0000 UTCRussell pelton
2024-07-12 16:21:47 +0000 UTCChris L
2024-07-12 13:09:03 +0000 UTCTheBlackangle
2024-07-12 12:44:39 +0000 UTC