This was a bunch of fun to go through and plaster a bunch of situations around. If I were to do this again from scratch, the room would be screwed up in a completely different way!
This series involves all characters I used in my past videos! Lots of multi-size goin' on. This is gonna take awhile to upload everywhere, so I'm starting here first. 29 shots of goodness!

2019-01-02 09:07:37 +0000 UTC
View Post
To think all this time that it's been model problems I've been fighting and not animating ones.
I'll take pictures of my process for hand IK on this one. Get warmed up for making tutorials.
-----
I'm gonna experiment with importing parented mesh models. So the bad guys in this vid will be the rainbow bois i've used all the time, but I'm gonna be providing some masks and cyber stuff on them!
Took me awhile to start today since I had to take my mom to the ...
2018-12-31 21:24:37 +0000 UTC
View Post
I'd have something to post if I wasn't so focused on the current work. Heck, I was out shopping for family yesterday since I forgot to do that with my nose deep into figuring out armatures, mesh joining, and stuff.
It's been a hell of a ROUGH year and I want to thank you all for everything!
2018-12-25 17:20:33 +0000 UTC
View Post
12/20/18: The Hard Way
Turns out studying a bunch on rigify and more was also wasted time. Yay!
It doesn't support my scaling needs.
But I did learn about automatic armature weight groups. That shit is awesome!
Telehypnotic helped me figure out that my needs in my videos are so specific that I'll need to make my own armature that can be used across all models.
I've been editing Mmd imports this whole time so I guess this will make things more consistent.
-----
12/17/1...
2018-11-28 07:22:34 +0000 UTC
View Post
Take a break?
Nah.
Maybe a day.
Edit: As if a final strike, my pc now won't get past the booting screen. I'm really glad I got this video out before this happened!
Edit: PC just booted up. Was trying to boot it all day.
2018-11-20 08:38:55 +0000 UTC
View Post
After a few rigging disasters, I'm looking into Rigify to see if it can be a shortcut for future stuff.
-----
Smash Bros has made me a bit sluggish today. Will probably be working on something simple like recreating an entire city block into a cyberpunk form while I wait on my Marin edit commission from Telehypnotic.
-----
A little bit of moving in and then I export the whole thing into Blender. Then the Marin vid is ready to start animating. I should make ...
2018-11-19 22:16:47 +0000 UTC
View Post
I can't stream today, so I tested a few forum theories out.
It turns out that scaling the model in Blender from any other size after importing it will break the cloth physics collision all the way over in UE4 somehow.
Very weird.
Ryuko is ant size here for this test. Scaling the model up to match UE4 (10x) didn't work, so I scaled her to Blender's usual size and matched the original import size. (.01 in comparison to UE4)
2018-11-16 18:19:33 +0000 UTC
View Post
I don't know how to be more thankful other than to make so much more videos! You guys have helped me a ton with buying assets off the UE4 marketplace and the current Fall sale is about to boost the shit out of everything I do!
Planet/solar system builder, destruction decals/cracks, glass styles/breaking, the ultimate river tool for gorgeous environments, a sci-fi kit for Kaiju Club, stylized rocks, cyberpunk stuff for Samus Aran speedrun, concrete rubble, wide range of anime/cartoon fx, expl...
2018-11-12 06:41:16 +0000 UTC
View Post
NEW new theory. People are saying on forums that scaling up a model during export is causing UE4 to read the original size for the collision capsules. This means that what I'm doing IS there but it's ant sized compared to what I see. This is yet another Blender specific problem when converting to UE4.
The reason I scaled everything down before was for Blender physics to work. But now I'm not using those, I can rescale things back. That should fix my problem.
If true, then I also must learn...
2018-10-29 20:30:05 +0000 UTC
View Post
SURPRISE! I spent the rest of my night getting the shots for this done. Still much more lighting changes per scene, physics, cars, other character animations to go!
I'm trying to get the full thing out before Halloween.
2018-10-23 07:33:19 +0000 UTC
View Post
I'm still working on all the camera shots in UE4. I figured you guys would want to see the most updated parts of the video despite being in Blender.
2018-10-22 22:00:06 +0000 UTC
View Post
-----10/26/18: Something went right today
(Not able to work today after picking up my sis at 1am from the airport. Zero energy, but I snuck this in tonight)
So after getting the physics to look ok enough, I found that the front of the skirt would easily clip through Bowsette's leg. My approach was to use a shape key to fix that and for any instances where she raises her leg. First problem was that I dragged the rest of her stomach and breasts while raising her skirt with a smooth edge ad...
2018-10-11 20:26:03 +0000 UTC
View Post
I think I JUST figured out how to get her spikes and back shell into the animation. I gotta parent it in UE4, not Blender.
At least I figured out how to attach items like lights to the cars as well when they're imported from Blender now!
2018-10-10 03:02:29 +0000 UTC
View Post
My goal is just to get physics figured out for the video in Blender today. If done early, then get a bunch of stuff put into UE4.
---------
90% Means the main animation of the main character is reaching the end! The last 10% is all the extra necessary stuff surrounding it. (Physics, other characters, environment interactions, etc)
----------
This stream ended up super well. Cop Teto & Gumi have faced their target and the scene is nearly complete. I just need to catch the ...
2018-10-08 20:11:25 +0000 UTC
View Post
I solved the feet problem with the Bowsette armature/skeleton where it would randomly rotate with the body during steps.
Unfortunately, it messed up all the rotations throughout the vid.
Not the locations, thankfully, just the rotations.
I needed this change in order to continue forth with the animation at the overpass I reached today where Bowsette steps right in front of the vehicle. (can't have it sinking into the ground as she steps)
This is the same fix for the hands I did with Neko vid, b...
2018-10-06 03:17:33 +0000 UTC
View Post
2018-09-30 22:57:12 +0000 UTC
View Post
10/4/18: Rampage
Been a bit since the last update, but I had to get the upper body caught up to the lower half through the scene.

Bowsette begins her rampage by kicking an innocent bench into a drive car. Talk about a drive-by... I got nothing.

When the car could easily hurt her before, it won't n...
2018-09-25 20:45:08 +0000 UTC
View Post
This one will focus on doing a 360 video. So it will have to take place in 1 spot or 2. Gonna leave a hint of an idea I got for the character too. If you have any suggestions for your pick, go right ahead. My ideas for videos are never completely locked in until they're done.
Also, I did want to bring back characters from the last poll, like Altera, but I want to practice destruction beforehand.
Morag (Xenoblade Chronicles 2): Justice Rising
2018-09-22 00:40:35 +0000 UTC
View Post
9/21/18: Having to Push Through

Fixed armature on the left side, old on the right.
Here you can see the culprit of why I had to take yet another step back to fix the hands problem in part 2. As much as I wanted to continue, I can't have the animation be held back by the armature's hand flailing about on the ground. This requires full hand replacement through the scene. I've already finished both of...
2018-09-11 20:18:58 +0000 UTC
View Post
Welp, I took out the movie poster option for high tiers. I just can't put in the effort I want to for that when there's so much to animate. Plus, I think you guys prefer for me to get the REAL work done.
Link to that thumbnail: https://www.deviantart.com/azmaybe9/art/UE4-Giantess-Pyra-763262695?ga_submit_new=10%3A1536511197
2018-09-09 16:42:05 +0000 UTC
View Post
9/5/18: Run, Rin, Run
This day was a nice time of getting back on track for the Neko vid.
It decided to remind me, "Hey, remember how hard this is to animate? Your next tasks are things you never animated ever before, have fun!"

So not only does the Neko have to maneuver around the room realistically, but Rin gets toppled off as well.
2018-09-06 20:59:50 +0000 UTC
View Post
This is what I sent my sound editor just now!
Screen shake will be there on release
2018-09-04 04:01:46 +0000 UTC
View Post
Firstly, I've been working my ass off on this and Pyra is completely done with animation in Blender.
All work now resides in Unreal Engine and video editing which I'll get to tomorrow.
Because I missed the due date of the end of the month, I'm gonna pay for it to be voice acted and have sound. (It's also around 1 minute so I should've done this anyways) I'm super proud of it because it will show off how gorgeous my videos can look now when all is set up!
------
Se...
2018-08-29 06:08:42 +0000 UTC
View Post
Near the end of part 2!
2018-08-25 00:07:59 +0000 UTC
View Post
Time for another speedrun Animation.
I'll let you guys chose the character and I'll do the situation that I need to practice.
There will be growth & destruction testing with Apex.
1 model only.
Losers will be available for another speedrun next month! There will be other characters added in that next list by then too.
2018-08-22 08:55:38 +0000 UTC
View Post
{Can't post it as public due to Patreon scanning those kind of posts and suspending those who break some rule they made up last month)
Fixes and additions:
Miku breast twitching. every single instance where there was an extra transition keyframe, Miku had no expression changes when she first steps in the pool, Miku's hair doesn't suddenly stop rotating while growing across the neighborhood, saturation boost and darks darkened, additional endings, sound added, voice actresses patched in, ...
2018-08-14 07:13:00 +0000 UTC
View Post
Despite a lot of things slowing me down, I guess I wasn't past flailing at all.
Most of the time was spent animating Rin to match the feet movement.
There's plenty to fix, including the imaginary bag in UE4, hand movement, facial expressions, etc. But this part came out really good!
2018-08-12 22:36:47 +0000 UTC
View Post
8/20/18: Catch Up
Had a really rough windows update come in. Couldn't get my pc to boot correctly for awhile.

I think I found the source of the glitchy hair being the left front hair IK. No Idea on how to fix it at this moment but it's a start to solving this problem. Good news is that it doesn't show up in UE4
2018-08-04 04:21:15 +0000 UTC
View Post
2 Days.
1 for animating Rin opening the door and the other for all of Neko's current movements. On top of that, I did an animation speedrun for Youtube this week in 2 days. It kinda puts things into perspective on how tough this video is compared to the other one. I'm doing a LOT of intricate movements here.
Even then, this is even more movement than the speedrun done.
To be honest, my new favorite thing to animate is the foot pivot. It's such a nice shortcut that looks completely ...
2018-08-04 04:04:56 +0000 UTC
View Post
I'll admit that I fell asleep right after posting to youtube.
I can't stream today, but I will learn how to install Nvidia Blast or Apex correctly. Super important for proper destruction. They don't give out pre-compiled downloads anymore though. Ugh. Might be a test of competence or something.
Another thing I want to mention is that this video gave me a SUPER COOL idea for a movie poster!
I'll call it: The Girl Who Brings the Night
2018-08-01 15:04:15 +0000 UTC
View Post