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**October Update**

Hey Gearheads!

There has definitely been a transitional period getting back into the swing of things. Something I didn't really anticipate having been so long since I took a vacation, but I'm finally evening out. Luckily it hasn't affected the flow of content and I've been able to get a bit ahead on prep for AVR And FVR. The rest of the week I'll continue pushing hard on VRA as well. I've spent the first part of the week reviewing candidates for future VRA content, mostly from Futuretist as his gals are all human video game characters. While reviewing there are some angels there difficult/not suitable for VR and quite a bit of background replacement needed. To make the best use of the time, I also cranked out a ton of 3D animations while checking the scenes out. They still need audio, but we are well on the way of prepping the 2026 3D content.

Featured Tatsumaki Animation

This has been delayed much longer than I wanted. We hit a few snags in the road with some ambitious ideas. First there was plan with the background. Since a lot of action in One Punch Man happens in the general streets of the city, I wanted to match that. However, getting a scene that dense is no easy tasks, especially with the wider VR viewing angle. It took a while to make a short list of scene options and while reviewing those I was also looking into custom city builder options, but those ended up big a performance issue. I ended up throwing all of those out as they didn't quite meet the feel / quality of the scene and then I landed on a full rip of GTA Liberty City and it was dense with decent performance when zoomed in, so I got to work. I found a good spot that worked for a mid-air scene in VR. Then I chopped it up for better performance to remove what wasn't in view. That process alone was a couple month of R&D trail and error.

So at this point we have characters selected, initial animation loop done, voice sent in and received, lip sync and polish animation done, backdrop selected, prepped and integrated. What's left is putting it all together, but there is a bit of an issue there too. When selecting the characters I did some testing on the male. I found a good base male that we've used for other animations and a version of Saitama with the suit. While the base animation was being done I did some testing with the base male to make sure i could put the suit on him and tests were successful. Now that the animation is fully done, I'm running into issues with getting the suit on him in a way that is stable during the animation. So, I'm still troubleshooting that issue.

While I work on that over the next week, I'll work on the final audio for the project using placeholder animations. The goal now is to have everything done before the end of this month. since I still have to get the suit on, everything will still need to be fully rendered out before it's ready for release and that'll take time, but as long as I can get the suit sorted it should work out. Thanks for your patience on this one. With each release I try to push a bit past the level of the previous one and the Loona release really set the bar high lol. I want to keep that one as the new bar, but it also means a ton of extra work.

On to the Previews

I don't have all the VRA releases for the month planned out yet, but I do have the one for this weekend in progress, a custom animation in progress that should be coming out this month and can show a couple AVR releases in Progress that were animated by Wigfritter.

Thanks for another great month and your continued support! I'm feeling refreshed from the trip and ready for the next big push on VRA. On top of the things I mentioned I also have some cool things cooking that need more research and testing before I can start talking about them, but you guys will def be in for some treats!

**October Update**

Comments

Ashe gotta be coming first

Papa John

Good work!

Chris


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