XaiJu
sgthale

sgthale

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sgthale posts

New Clothes and Fan Service.

Totally forgot to model anything below her skirt so today I made her panties. Can't have an anime game without panties. The model properly deforms around the skin. Gif below shows the model.


There will be a huge overhaul of topology after the demo day release to fix deformations and edge flow where her pubis and crotch would be. This is the area in modeling I have the most trouble with. How...

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Animation System Improvements, New Animations, and Beginning Pick Up Logic

Something I added to improve her look at logic was to make sure that certain rotation offsets from an animation are taken into account on top of the look at logic. So if she was currently playing a head nod animation, that x quaternion offset will now go on top of her look at logic so she will keep looking at you while being affected by the head animation offsets. Before I would have had to disable the look at logic since the head animation would override completely. Additionally I began restruc...

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New Behaviors, Bugfixing, and Cleanup

One new behavior is support for animation variety. I spent some time animating and setting up the framework. Essentially this will allow random alternative animations to play for certain animations. So for idling she now crosses her arms and just sort of hangs around once in a while. Makes her a little bit more alive. Another new behavior is in its early stages but she now tries to look at objects with the highest amount of interest near her. This means that rotating or fast moving objects will ...

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Collision Workflow, Asset Ingestion, and Animation Event Tweaks

I spent some time figuring out a fast way to rebuild collision primitives for walls. The problem is that building physics meshes can be very time consuming. I came up with an idea that is similar to Unreal Engine 4 workflow but going a step further in the automation process. Essentially I take the raw detail mesh and I select faces that would together make a bounding box, simply disconnect from parent and leave them as their own object. Then I export these disconnected pieces together and pass t...

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Finished Bathroom

I'll be working on tightening up logic and bugfixing for a stable demo release (8/8/18). Maybe add a bit of logic to have her follow you around.

Bathroom has had a few more props including towels, soap, shampoo, floor mats, a portrai, laundry basket, and a rubber ducky. And more tile textures. Eventually most props will have some small animation or logic module for interaction. On demo release there won't be anything to do in the bathroom but it will be there for some eye candy.

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Bathroom update

I am modeling my house with realistic measurements to ensure that nothing looks disproportionate in VR. I am going for a cozy mexican themed house since I'm a big fan of those kinds of houses. That means that there will be lots of bright colors, use of adobe, tiles, and wood. Video above shows a short flythrough of the current bathroom model. There are still lots of models missing and details to add including curtains, plants, a mirror, and ornaments. I think the toilet could use a size boost an...

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New shaders and more work on house

The shaders had to be reworked to look good with shadows. The problem is that anime faces do not interact with light normally. Not only in the way of light being clamped at certain angles, but also the way it interprets the actual mesh. Video 1 shows a straight naive shadow shader using unedited normals on Shinobu's face. As you can see the lips ...

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Model Improvements

Upgraded head mesh and texture.

Gifs below show the new head mesh before and after:

Her eyelashes were also redone to be thicker and more Shinobu like with slightly sharper ends for a more defined angry look. The cheek blushes were separated and now have their own simple meshes. Her mouth was moved up a...

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Next Logic Module?

Was wondering what should be the next logic module for Shinobu for after the demo (8/8/18). Headpats, kisses, and chopsticks are the only ones in right now.

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Completed Kissing Logic Module with Animations

More snapping fixes and completed the last animation assets and finished the kissing module. At last.

The previously mentioned snapping errors for the happy and angry start kisses have been fixed.

The module now has all the logic implemented with all the assets imported into Unity and into the animation system. Happy to say that all branching paths can now be fulfilled meaning Shinobu now has fully dynamic kissing behavior. So now kissing depends on her current mood; happy or angry and t...

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More Kiss Logic Implementations

I am almost done with the kiss module. So far the bottleneck has been creating the animation assets as the logic is relatively simple. The look at target blending logic resting on top of the animation is sometimes finicky to get right. I finished stand_kiss_happy_cheek_* animations which will be played whenever Shinobu is kissed while happy on either cheek. I also took the time and mirrored all of the kiss animations to double the branching paths for the module so she can react to getting smooch...

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Kiss Logic Implementation and switched to Kubuntu

I'm still short on a few animation assets but there is enough to complete one branch of kissing logic. Video 1 shows Shinobu first starting out angry and becoming angrier as I approach her. This is the proximity part of the logic. Then I move the camera towards her cheek which for now counts as a kiss (for debugging purposes). She then reacts and turns happy. However there will be another split off animation in which she doesn't become happy and just pushes you away. 

Something interestin...

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The Plan

The way I plan logic modules for Shinobu's behavior helps me visualize the required assets and logic. I also start with big ideas and work on them in terms of importance. So far there are 2 completed logic modules: headpats and playing chopsticks with her. Both are enclosed with a green box in the image above. I use draw.io to prototype logic in a fast way (always subject to change, never 100% representative of the implementation). Animation assets are blue arrows. If the blue arrows have a gree...

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Fixed blend snapping and working on new kiss animations.

There was a problem with the way I was blending between my look at logic and a currently playing animation. The blend values constantly eased towards a target  value which caused snapping and sharp ease outs. Video 1 shows the problems in slow motion. Video 2 shows the fixes which now uses a time updated quadratic ease in out.

Continuing work on the kiss logic module. This graph is a visual layout of the kiss module with animations in blue arrows. Green outline means complete. Red means n...

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Grand Opening

I am excited to be closer to my goal to hire real talent for Shinobu's voice. Along with music and sound effects.

About my work ethic: I do regular dev blog posts every 2-4 days. I usually put in 25 or so hours per week to this project after my full time job. Programming and modeling is my way of relaxing. Incremental upgrades to random parts of my project are commonplace.

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