Wardrobe Malfunction - Part Two
BLUEBERRY VERSION (GOOGLE DRIVE LINK)
NON BLUEBERRY VERSION (GOOGLE DRIVE LINK)
Well this one was super fun to make!
Everything you see in this video is completely CG, even down to the couch in the back.
This is based off of a video made by Dealing Peaches, very basically, I took a model, lined it up to the video and sculpted finer details, then projected a frame from the video onto the model! I then animated it and managed to pull this off!
It was super easy to iterate and adjust because it's all in 3D, which meant I could push it much further than I could if I were to do this all in After Effects.
I hope you all like this little project!
2024-07-08 21:34:02 +0000 UTC View Post
After I finished 64 Bit Blueberry, I finally attempted to return to stylized works after a few years, and now, I'm finally ready to show of my first original character in a long time, Ava!
This character was super fun to make and when through a lot of iterations, but I feel pretty good with where she's at.
She's an elf in a more fantasy-esc world, she's a bit clumsy, very curious, and super curious to explore her powers and experiment with magic and sorcery!
I'm working on her first piece right now!
This won't replace my standard work, I'm still making realistic works, but I think Ava will really mix it up and allow me to explore more fantastical scenarios where realism just doesn't fit very well in 3D, at least with my current models.
But I'm super glad to finally return to a stylized characters, and I hope you all like her!
2024-05-22 13:21:40 +0000 UTC View Post
Check the attachments of this post for the download!
While I was creating 64 Bit Blueberry, I thought it would be really funny if I took the model used in the animation, and made it into a fully functional mod for Ocarina of Time, so I did it, because I thought it would be really really funny.
And now we're here! This is a fully function mod that replaces Adult Link for Vio from 64 Bit Blueberry! Nearly everything here has been updated so you can actually be Vio! There's a few issues, one of which is the Mirror Shield which I haven't been able to fix yet but I can, and a few things I just cannot change yet because of the current state of SoH modding, like custom voice sfx and editing the boots.
This was super fun to make, so I hope you enjoy running around Hyrule as Vio!
And also, this mod is and will only be for Adult Link, I'm not making a Young Link edition of the mod. This model was made for a kink animation and I don't feel comfortable making it for Young Link. It's also a huge pain getting everything lined up right (you'll understand if you look into how to make a character mod for this game, each holdable object needs to be tuned meticulously) and I don't want to do that again lol.
Last but very much not least, this is not a Violet Beauregarde mod.
Vio's outfit is based off of Violet's 71' outfit, but canonically, it is not her.
Now for the tutorial stuff.
Guide for Setting up Ship of Harkanian and Mods:
https://www.youtube.com/watch?v=wgACK-tZz-Y
Installation:
Simply extract the .OTR files found in the Vio Mod folder into your Ship of Harkanian Mods folder, and launch the game!
Recommended Mods to use with the Vio mod:
Female Pronouns: https://gamebanana.com/mods/483951
This mod features a colorable tunic; by default, Vio's dress will be green until you obtain the other tunics. However, you can change the default color of your tunics using the in-game cosmetic editor.
You can find the Cosmetic Editor in the F1 Menu under Enhancements > Cosmetics Editor.
As of April 7th, 2024, there is no way to create voice mods for SOH. My only recommendation to adjust Link's voice is to raise the pitch or use a mix of Zelda's sounds with Young Link sounds.
You can adjust these settings in the F1 Menu under Enhancements > Audio Editor > Options or Voices.
Currently, the Mirror Shield textures are a bit borked; this is the one issue I haven't figured out yet. I will update the mod once I solve this.
Creating and testing this mod was both fun and fairly tedious, so I hope you enjoy it!
Also, do not share any roms on Patreon or in the Discord server, you must provide your own rom for Ship of Harkanian, I will not provide one for you.
If you have any questions, or issues with the mod, please let me know!
2024-04-12 02:53:47 +0000 UTC View Post
Edit: Uploaded a YouTube version of the animation because Google Drive is limiting playback, this is the first time this has happened so I apologize for the inconvenience. I've also updated the Google Drive file in an attempt to get past the limitation for those who want to view it there, but I'm not sure if it'll work, so I'd recommend watching it on YouTube!
The ROM is still being decrypted, but I've managed to recover a cutscene from the game, and restore it in a playable state. ;)
All jokes aside, this project was super fun to make, and really made me think outside the box on how to make an animation akin to an actual N64 game. They say that setting boundaries and restrictions on a project forces make you think of new or creative ways to solve problems, and I completely agree now. I'm really happy with how this turned out, and I hope you all enjoy it, every second creating it was a blast, and I hope it shows in the animation.
It was also a wonderful step away from the Office Animation, which is now entering it's 3rd month in full development, I've been grinding away at it for a while now, but taking a step back to finish another project in between has refreshed my energy to get back into the more complicated projects. I learned a ton from this experience, and was able to try things that I wanted to attempt in the Office Animation, like transitioning to new models for the rounder shapes so I'm not pushing the limits of models unnecessarily, and managing longer animations, because 64BB is my longest animation ever. 4 and a half minutes isn't super impressive in my opinion, but it's double the length of my usual animations, and I'm pretty proud of that, even tho this animation is pretty dialogue heavy lol.
But overall, again, I'm really happy with how this turned out. It's definitely one of if not the most interesting project I've worked on so far, and I hope you all enjoy it! :)
2024-04-12 02:00:05 +0000 UTC View Post
It's nearly here! I was hoping to have this ready by April Fools, but clearly I was way off with my estimation so the project kept swelling in size, but now it's nearly complete!
You can see a trailer for it here!
64 Bit Blueberry Trailer (GOOGLE DRIVE LINK)
The animation will be released in a few ways, first is the "Artist Intent" version, which will look fairly similar to the trailer, then the regular version still with a CRT filter but at a much higher resolution, and then a shorter version without the dialogue so you can get a good look at the swelling lady ;)
Not only will the animation be dropping for Early Access members on April 11th, a mod for the Ocarina of Time PC Port: Ship of Harkanian will actually let you play as the titular character Vio from this animation in place of Adult Link!
You can see the mod in action in this mock trailer here!
Vio - Ship of Harkanian Mod Trailer (GOOGLE DRIVE LINK)
And the animation will release for everyone on April 25th!
This was a super fun project to work on as a little bit of a break from the bigger project. Working within the limits of low poly and rougher/looping animations like an actual N64 game was actually fairly fun and unique, and what ultimately produced this animation. I'm super proud of what I was able to make, especially in such a short time, and I can't wait for you all to see it! :)
The partially expandable Vio and Fully Round Blueberry models featured in this animation will also be available on the Model Sharing Tier soon.
Now once this project is complete, I'll be back to working in the Office ;)
Current Animation Progress (GOOGLE DRIVE)
Inflation Test Animation (GOOGLE DRIVE) Rendered at a lower resolution to emulate the N64 Look, this version is slightly higher res because Drive crunched it pretty bad.
This animation has been super fun to make, and I started it a few days ago. I was feeling a bit burnt out from working on the Office Animation for the past few months, so this was a little side project I started to liven it up a bit. I've been playing Ocarina of Time in my downtime, and I love the look of the game, so I wanted to create something that looked like the game!
This is the result! I wanted to make it just like the game, even down to the rendering and compositing, and I'm really happy with how it's turning out. I got to attempt a new modeling technique, experiment with texture painting, and a bit more practice with NLA for creating animation loops!
2024-04-02 12:10:09 +0000 UTC View Post
The time has finally come! I'm opening up the Model Sharing Tier!
The tier currently has 3 high quality models available for you to use in your own projects right now, each of them being optimized and featuring high resolution textures!
I'll be adding more models soon as I create more, and upcoming models used in animations will be added to this tier as well! I'll also be uploading lower quality models such as sculpts so you can see what these models look like before they're retopologized and painted!
I'm super excited to finally be sharing these models, this has been a long time coming, and I can't wait to see what you all can do with these models!
You can view the previews for the available models and guidelines here!
This is a test animation from a few days ago to test a few new things, like updated animations, refreshed textures, updated hair, and the refreshed face.
I still have a lot of work to do to make this look even better, but as it stands, I think this is pretty good for an early, high fidelity test.
This is not the full animation however, I'm still working on the ending portion.
This is another test that's a tad bit longer, but just done to quickly see the progress of the animation.
LINK TO Lower Quality Test Animation
2024-03-06 13:20:22 +0000 UTC View Post
I've finally done it, I've figured out how to do accurate cloth simulation with tearing, and button popping in Houdini, that also looks fairly decent, on a proper animation.
This took a lot of work and I'm finally so glad I've conquered this crucial step in making this upcoming animation work. Everything after Code Blue has lead up to this and it's exhilarating to be over this hill, from the Woods Animation, learning Houdini, the Juicing Animation, and a lot of work behind the scenes like the improved mocap setup, facial animations, and some rendering improvements.
I'll have this in a watchable method soon, I still have a bit of work to get this from Houdini into Blender, but once I do, I'll drop the next test animation.
This still requires some work to get right, like some weird collision issues and tearing thresholds that I'll have to animate manually, but I'm really happy with how it turned out so far.
One of the other challenges I'll have to figure out is how to fit this over the final body shapes, but at that point, the clothes will be torn to shreds ideally.
Office Mischief will be finished, there's a few things I have to finish to finally get this thing out the door. I have to animate the ending portion, animate a few smaller portions like clipping corrections and when she actually eats the muffin, add extra characters with their own mocap (already recorded I just have to get the characters created and mocap re-targeted), get voice actor's lines recorded, improve and finalize the cloth sim, polish, render, add sound and edit.
I still don't wanna drop a release date for this until it's close to ready to render, but if I had to estimate it, I still have a month's worth of work to do, so this is looking like an April release.
2024-03-06 12:58:44 +0000 UTC View Post
The new Google Drive Archive is now Live!
Google Drive is the new home for my Archive!
The Mega Archive will no longer be updated past this point, but the Google Drive one will be!
Now you can watch animations easier with on all of your devices thanks to Google Drive's more robust video player, and find what your looking for faster as I've re-organized the entire drive!
To find the new Archive Link, go into the Mega Archive, and the link will be provided in a text file at the landing page!
You can also request one in the comments of this post, or on my Discord server, and I'll send you the new link right away!
2024-02-02 05:07:03 +0000 UTC View Post
Thank you so much for supporting my work here on Patreon!
Patreon is a little hard to navigate, so this post is here to help you all navigate it, and find the things you need!
Recently I had a user bring up an issue about access to older NSFW Content, even though they're subscribed to the Early Access Tier.
If you're in the Early Access Tier, you should have access to all the NSFW Content from the past.
If you cannot access any content because it's locked behind the NSFW Tier, please let me know and I can get it fixed. I apologize if anyone couldn't access the content they were entitled to, but I want to make sure you get what you paid for, and aren't being locked out of content because of the new changes.
Thank you, and if you have any questions, feel free to ask me, and please let me know if you cannot access NSFW Content as an Early Access member!
Update: Most if not all of the NSFW Content should now be available to the Early Access and New Archive Tier, sorry about that! If there's one I missed, let me know!
I was under the impression Patreon understood how to manage the new tiers, as I've checked a few pieces that were labeled correctly without needing intervention, I don't know why the older stuff didn't get updated. It should all be good though!
also available for download below!
This is the first part of the Office animation I'm working on, this will be a full expansion, but at the moment I'm focusing on this part in specific because I want to finally achieve something I've wanted to do for a while, making an outfit that someone actually pops out of.
Normally a Cloth Simulation wouldn't be such a big deal, but when you're wanting to tear it on an expanding model, when the model itself should also be a simulated softbody, it gets a bit more challenging.
This render is a test not only showcasing the quality of the render overall, but the quality of the cloth simulation and rendering. The scene is still a bit barren, it's just not my highest priority but I'll be fixing that later.
I'm planning on making this animation pretty fast paced, keeping it within about a minute, but it will be a full expansion, this is only a test to showcase the cloth simulation, the actual animation will be more dynamic with a few more angles.
I'll be testing another simulation engine here tonight so I can actually tear the cloth and pop some buttons!
Working on a very quick animation to test out some cloth physics stuff.
The background is still a work in progress, so it'll be a bit before the background is populated, and the current poses might not even be used.
I'm still playing around with the cloth sim software I'm using, but there's another I'm going to be testing soon that should provide better results and actually let me tear the cloth if I set it up right, something my current solution in this photo cannot do.
I'll be sharing more soon!
I've been messing with Unreal Engine and Metahumans recently, and I've finally figured out how to do custom shape keys in animations within the engine.
Currently, it's very rough as I'm just trying to get this working, but it works as a good proof of concept. This actually isn't the first time I've messed with Metahumans, but this is the first time I've actually been able to make one grow.
I have ideas for Unreal Engine and future content, I want to make an interactive playable short where you engage in and actually cause the person to swell up into a blueberry, but it's a serious technical and artistic challenge, but it would be more up my alley than making a game where you are the blueberry like Blueberry Simulator.
Unreal was the first engine of choice when I was working on the early version of Blueberry Simulator, but I wasn't nearly ready to make a game in Unreal, so I stuck to Unity which has it's own challenges and issues.
But making an interactive short that anyone can watch or even play would be a considerable step up from animations, but if there's any way I'm gonna do it, it'll be in Unreal Engine with Metahumans. I'm still experimenting with it, and if I can actually make something to the caliber of what I'm describing, then I'll update you all, but as it stands this is simply a test for what could end up being used in future content.
2023-12-14 06:26:24 +0000 UTC View Post
I've made some changes to the Discord server!
It's now called Qualtro's Blueberry Discord Server, and now you can join the server without needing Discord Integration!
You'll still need to request a role, but it's a lot easier to get into the server now!
Now you just have to provide your Patreon username and Tier and I can get you added as soon as possible! You can find that in the role-request channel!
This server was designed for Patrons and DeviantArt Subscribers so that I could upload WIPs and game builds easily, but it was my first attempt at making a server like this.
Now it's the place where I post updates to my works frequently and engage with all of you!
It's become something else, and I wanted to make it easier to get in for all of you (including everyone who commented and messaged me asking for a link haha), and soon I'm going to be making this a public place for sharing art and other discussions!
What can beat the heat of a nice fireplace, a comfy chair, and some delicious blueberry pie?
maybe turning into a blueberry
I've got an update for all of you regarding the Tier changes!
And for those in the $5 and $10 tiers, you'll be getting at least two animations before the tiers are disabled, so while January 31st is the current deadline, it may be adjusted so you get access to at least two, new animations.
Current, Past, and Future Archive Members will get access to the new Google Drive Archive as soon as it's ready! I'll be posting the link to the new Google Drive Archive in the Mega Archive! Content in the Mega Archive will remain available, but will no longer be updated after the Google Drive version goes live.
The Work-in-Progress tier will remain active until January 31st!
You're more than welcome to upgrade to the new tiers to make the transition smoother, but it's entirely up to you!
Based on the feedback of the poll a few days ago, the changes I proposed are going into effect.
This means that from now on, I'll be producing single animations that'll be available for Patrons and DeviantArt Subscribers 2 weeks early, and release the animations for everyone after 2 weeks.
These changes won't effect current Patrons until January 2024.
On October 31st, the current tiers will be unpublished/removed from sale, but current Patrons will still have access to their respective tiers until January 1st, 2024.
Every Post available for those in the Early Access Tier will also be available for the NSFW Tier until January 1st, 2024
Every Post available for those in the $3 Work-in-Progress Tier will also be available for the $1 Work-in-Progress Tier until January 1st, 2024
The Archive Tier will be transitioning from Mega. nz to Google Drive. I am currently working on migrating everything over, I don't have a timeframe for this yet, but future animations are being posted to Google Drive. The Mega Version of the Archive will remain available, but will no longer be updated after January 1st, 2024. A Link to the Google Drive version will be put in the Mega Archive, so everyone can find the new link easier.
On January 1st, 2024, the current tiers will no longer be supported, and disabled in February 2024.
I would recommend upgrading to the new tiers before they are no longer supported.
Of course, these changes can still change, mainly the timeframes of support. I want to make this transition as smooth and fair as possible for everyone.
2023-10-22 05:43:51 +0000 UTC View Post
This is the current progress of the Juicing Room animation!
It's nearly complete, but I can't call this finished until I fix the Juicers featured in this animation.
This animation will feature juicers that lower down and collect the juice from the berries, but I've had some problems getting them to render properly, and for some reason some of the animations have been a bit buggy.
So I just can't call this complete until I can devote more time to this to fix the issues. I really wanted to get this done last week, and pushed really hard to get it finished this week, but it just didn't pan out.
Each test render looked promising, but the result not so much. I'm really happy how the rest of it turned out, I just need to spend a bit more time making the transition between the different versions smoother.
When I can spend time and finish the animation, it'll also release with an amazing audio mix from SwellReads!
I need to devote more time to another project in the pipeline, and I can't really push it back any further, I'll have more details on it soon, but it's gonna be a good one!
All of these versions are still considered a work in progress, so there may be some visual issues!
Juicing Room: No Juicer Version
2023-10-21 07:59:16 +0000 UTC View PostTLDR; Read the Bold Text Below to see proposed changes to my release strategy and pricing of tiers. I want to spend more time focusing on a single high quality version of an animation that will be exclusive to Patrons 2 weeks early.
Ever since I started creating these high quality, realistic depictions of Blueberry Inflation, I prided myself on the fact that I could release works entirely for free, with an alternate version for Patrons for those who wanted it.
This was my strategy for releasing content for a long time, and now I think it's time to make some much needed adjustments to improve the overall quality of each animation by only focusing on a single version.
These do NOT reflect upcoming changes, but an idea of what they may look like in the future.
I want to focus on single, high quality animations from now on, instead of producing two versions of a single animation, one being free and the other for Patrons.
Animations will be exclusive for Patrons and DeviantArt Subscribers for 2 Weeks, and is released for free for everyone after 2 weeks.
The $1 Work in Progress Tier will be raised from $1 to $3 with the advent of Blueberry Simulator and early access to see animations as they're being created, and now the Blueberry Simulator Discord Server.
The $5 NSFW Tier will become the Early Access Tier, and be raised to $7, and will be the tier that Final Animations will be released on for 2 week early access.
And the Archive Tier will be raised to $15, as all animations and work in progress works will be published there, and allow for permanent access to any and all animations early.
The Archive will also be moved to Google Drive for easier access and video playback. (I'm currently working on this right now and will happen regardless, it's just a lot of moving to do.)
And of course the benefits from tiers below the current tier you're subscribed to will be accessible to you as long as you're currently subscribed.
These changes will take effect before the next Full Length Animation releases.
I still want my animations to be accessible to everyone, but this kind of animation doesn't come cheap unfortunately, and now it's starting to reflect that now more than ever. Animations take from weeks and months to create depending on their length and complexity, and can take anywhere from a few days to 1-2 weeks to render out in their entirety. Code Blue for example took multiple months to create, and about 2-3 weeks straight of rendering, and still could have used more time as some of the parts can look a little blurry (especially the hair in some places), and the Juicing Room has nearly taken just as long being my longest animation to date featuring 3 different characters, and about 3 minutes of footage.
Patreon has enabled me to invest into more higher-end hardware and rendering equipment to achieve higher quality renders in shorter times, and I hope you can see that reflected in the render quality itself for those who have seen the Juicing Room previews, and Don't Eat the Berries in the Woods. But even with the upgrades I've made, it's still a bottleneck sometimes, especially in regards to rendering times. While new hardware enables higher quality rendering, it still takes the same amount of time to render as before as now that time is spent pushing the bar higher in the same amount of time.
I want to produce higher quality animations more frequently, but I can't when I'm rendering as it consumes a lot of my computer's resources, and it's getting to a point where I just don't think releasing animations entirely for free at the same time for everyone is the best solution anymore.
Now with the addition of Blueberry Simulator, my workload has increased fairly significantly. One of the bottlenecks of developing Blueberry Simulator is I have a single computer to render on, and rendering takes up a significant amount of time and resources on my computer, locking it up from being able to work on Blueberry Simulator in a meaningful capacity. I want to resume work on the Simulator again during these week long renders.
My work today would not be possible without all of your support today and in the past, everyone who pledged made what I can accomplish possible, and with these adjustments, I believe that the bar can be pushed even higher, further, and faster with the correct approach.
But I have you all to thank for that because without all of your support, whether it's through Patreon, DeviantArt, Twitter, Itaku, and even Instagram, I wouldn't be able to do nearly as much as I can today.
I don't want to make any sweeping changes without consulting you all first, so please vote on these changes. If you have any questions or other changes that should be made, please comment below or send me a DM!
If you neither agree or disagree on the changes, if you please elaborate in the comments, it'll help out a lot!
2023-10-16 14:25:02 +0000 UTC View Post
I've been experimenting with a new way to render images and animations!
This is my first attempt at a 180 Degree VR Image, designed so you can see a full size, properly scaled, high resolution blueberry, in your own room! This can be used with any headset that supports passthrough! For example: Quest 2, 3, and Pro, Pico, and the Index!
The green part is cut out of the viewer, so you only see the blueberry, and it overlays it in your own, natural space!
You'll have to use the DeoVR Video Player to use this properly, just download the image, upload it to your device, and choose it from your local files! I may make a non-passthrough version later for headsets that don't support, or have very poor passthrough quality.
This should look great on Quest 3 when it launches tomorrow!
Here's an article from DeoVR showcasing their Passthrough Chroma Key feature, and how to use it!
https://deovr.com/blog/54-passthrough-the-next-frontier-of-the-virtual-reality-experience
Once there becomes an open source VR Gaussian Splatter player available (some exist but they're not available yet), I'd also like to try Gaussian Splatter for rendering high fidelity models for full viewing in VR, which means you'll be able to walk around the entire blueberry, fully to scale, and see every detail, all at a fidelity that matches my final renders!
There is a VR Viewer for NeRF models available, but it's not very performant, but I'll look into this soon. It's the same idea as Gaussian Splatter, but Gaussian Splatter is generally easier to run, but looks better than NeRF
If you're wondering what this is, this video showcases Gaussian Splattering
https://www.youtube.com/watch?v=Ck_ZN4Fg5aA
2023-10-09 15:39:31 +0000 UTC View Post
https://mega.nz/folder/87QVwD4B#WfhIMssklt3M-I1iX_c4Sg
This is the current progress of the Juicing Room Animation!
Currently I have Villaru's OC Maddie rendered out, along with the background. I still have 2 more Blueberries to render out before this is finished, and SwellReads is working on the audio mix!
This is probably one of the highest fidelity animations I've made so far in regards to textures, models, and sample counts, so details aren't smoothed out by the denoiser!
You can take a look at the current progress of the render and some WIP renders in the link here!
https://mega.nz/folder/87QVwD4B#WfhIMssklt3M-I1iX_c4Sg
The 2nd Blueberry is currently rendering right now, and the third will be started shortly. It didn't make the deadline of last week, but it should be done within a few days!
2023-10-01 21:14:07 +0000 UTC View Post
This is a shot from an upcoming short animation loop, I built this juicing room to showcase the softbody physics for the Blueberry model!
The animation is currently rendering, I'm trying to have it out by the end of the week! I'm also collabing with two creators for this project! If the hair and glasses aren't a dead giveaway, this is Villaru's OC Maddie! SwellReads is currently working on the audio mix!
There's a preview of the animation on the Discord server, or if you want to view it without joining, you can just download the previews here!
2023-09-27 07:18:43 +0000 UTC View Post
I've started work on my next full length animation! Since I finished the original animation from last week, I really wanted to extend that animation into a full length expansion, and I've begun working on this as of last week!
TLDR; Mocap is done, animation is making good progress, video WIP content is going to be on the Discord server from now on until Patreon has a better video solution.
Motion Capture has already been completed for the animation, and it's slowly taking shape! It's going to be roughly 1-2 minutes long! I don't have an ETA on this but at the rate it's progressing, and the fact that the environment and lighting is already finished (and this is in Qualtro Time™ so bear with me), I'd say it could be finished this month, if not October at the very least. Render times again are the only thing I'm slightly worried about, specifically with the background, but if push comes to shove, I might have some solutions.
In the Blueberry Simulator Discord, I've already posted a short mocap test that I'll be posting here too soon, if you want faster and frequent updates to my projects and especially WIP Videos, you'll find the Discord server is the best place to get it! Uploading to Patreon has become kind of a pain as there isn't a solid method of uploading video right now, but Discord is a much easier place for both viewing the videos, and it speeds up the process of uploading significantly.
I'll still be posting W.I.P Stills and Finals here like always, but video WIP content will be on Discord from now on.
It's been a long journey getting to the next full length animation, and this one is gonna be a fun one.
2023-09-04 13:38:39 +0000 UTC View Post
So that Nintendo Direct huh lmao
I saw the Direct and couldn't resist making something so I threw this together today!
This was a perfect excuse to finally make a Daisy pic, so enjoy!
This was a fun one to make, I challenged myself to get this done in a couple of hours, and this was the result!
2023-08-31 20:26:01 +0000 UTC View Post
You know what they say about eating random berries you find in the woods...
It was really fun getting back into animation with this one! This was originally just going to be a still and lead up to a full animation, but I decided based off some feedback from other creators to make a looping animation of it!
I don't know if there will be a full length animation of this one, but most of the assets are in place to do it, and I just need to do it. I used a new technique to simulate some berry physics, like the hand squishing into the belly and some subtle (under pressure) jiggling. The new technique allows me to make the animations seem heavier and juicier with proper physics, while being easy to iterate on.
And an update on Blueberry Simulator, it's been a bit of a rough patch in development. This is why I've gotten back into animation, it's been a pain getting it working and I know it's taking a longgg time, but this animation has served as a good break from development hell and I'm getting ready to get at it again. I'll eventually have an update on it again soon, but as it stands the new version won't be out for a bit.
2023-08-19 03:11:01 +0000 UTC View Post
The Official Discord Server for Blueberry Simulator is now Live!
You should be automatically added to the server if you have your Patreon account linked to your Discord account!
If you haven't done so yet, make and link a Discord account to get access to the new server!
Future Game Versions will be posted here exclusively after some time, so be sure to get in!
2023-07-23 06:43:32 +0000 UTC View Post
Hello again! I've been hard at work on the VR Port for Blueberry Simulator, it's been a bit of a challenge but I've finally got it in a working order.
Currently, the entire game is almost fully ported, and will work entirely within VR! I'm still working on the automatic rolling mode, which was more of a challenge than I expected to get working properly, it's nearly implemented though, and the updated control scheme to control speed and other variables with just the VR Controllers.
I'll also be opening up a new Discord server where I'll be posting more frequent updates, I'll be opening it up here soon! I'm still figuring out how Discord Patreon integration works, but once the server is setup, I'll be posting about how to link your Patreon to Discord so you can get access to the server!
I'll also be uploading the next versions exclusively on Discord, so if you don't have a Discord account setup, now would be the best time to do so!
The main issue I'm concerned is headset compatibility, which is why I've decided to skip limited testing. The game will officially support Meta/Oculus (thru Link, AirLink, and Virtual Desktop), Index, and Windows MR Headsets, but will function on all that support OpenXR. Basically any headset who's controllers match the layout of Touch or Index Controllers.
I'll be working on adding support for other headset in subsequent patches, specifically Vive. The Vive Wands have a much different layout than other VR Controllers, and getting it to work on them will take a little bit longer as my main focus is on the controllers that feature similar control layouts.
The game is fully ported, but the version of BBSVR that'll be posted here soon will lack Customization as I'm reworking the customization system to work better in VR, save, and carry across multiple playthroughs.
A hotfix for the PC Version will also be coming alongside the VR Version as I've fixed a couple of the bugs.
I apologize that this is taking a hot moment and the updates have been coming rather slowly, solo game development is pretty challenging especially since this is my first big project and I've been having to put my personal life first, but I appreciate that you're all continuing to support this project!
I'll be posting some gameplay tomorrow (6/28) and will be launching shortly!
However, aside from BBS, I have been working on getting back into animating, I've been taking a break from it to work on BBS. After Code Blue dropped, I hoped that I'd be ready to get right back into animating but that wasn't the case. I pushed myself hard to get it done, and spent many sleepless nights finishing it. The last thing on my mind was how it would affect me mentally and physically but it really took a toll on me. BBS was a way to get away from animating for a little bit and I finally feel ready to hop back into making animations again.
I still plan on making Monday Blues, the animation set in an office.
Between Monday Blues and Blueberry Simulator, the next couple of months should be pretty awesome, and I can't want to release more content this year!
2023-06-28 05:00:37 +0000 UTC View Post