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anielszal

anielszal

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anielszal posts

A few lines

Currently, the mocap session and voicing are taking place simultaneously.

I tried to postpone it until after the project, but I had to change the OS on the fly, for which I had to assemble a new config, and transfer all my licenses and settings to it bit by bit. Recompiling all my plug-ins for the new OS so that all my custom-nodes work. There are so many... ("the things you own end up owning you") Countless dependency errors and mandatory license upgrades. Despite the "lifetime" licens...

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Tiers

Hello Guys,


There might be an issue with the Patreon.

So far, no tiers have been set up on my page. However, yesterday I couldn't post "patron-only" content unless I add tiers to my account.

I set 4 tiers: $1, $2, $3, $5.

Each tier has the same title: "It is the same for all tiers. Choose the amount you think."

So I was able to post the video and set it to be visible from all tiers.

However, it still doesn't show up in anyone's feed. Not even tho...

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Update

Some thoughts about music production.

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Few words

In the past period, I spent my time creating the music written for the scene, and in the musical field, unfortunately, I often fall into deep rabbit holes. I hope to upload a video about the music making process in 2-3 weeks. This may not necessarily be something that many people would be interested in, but it is also a necessary phase.


Sorry guys, I didn't mean to neglect anyone. I sleep less and less and, unfortunately, I get lost in my notes more and more often. Really not...

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Hair & Cloth (Claire for VA - Full)

In response to previous comments: Yes, simulations are usually added only after the finished animation. Until then, we can see them mostly bald.

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Would you trust her to stitch your wounds?

For most lighting setups, there are so many things that need to be on point and so many marks that need to be hit, that with my lame mocap system each is a separate... challenge.

Just for comparison: Claire had 6 different light setups and her position didn't even change. It's like 65-70 here. And this short section isn't even in the VR-version, or even in the script.

Don't bother with the palette, it's still a big mess.

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Update

You were interested in some plans and ideas.


It's difficult to write about this without spoiling anything, but what I can say for sure is that, I am working on a scene with a much longer and more complex format than my videos so far. And for this and for the scenes after this I am trying to build a work process in general - along with the development of all relevant technical tools - that enables the following:


- I'd like the performance of the characters to ...

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Update

Shortcomings & Solutions

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Quick Sketches

A completely new Poser had to be developed, which can quickly catalog hunderds of poses, linking to them other poses, props, lights and angles.

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Can your name appear?

An idea came up, according to which there would be an opportunity to display the names of the supporters in a short section of the next scene. However, it can easily happen that someone does not want their name to appear.

Can your patron name appear as a supporter?

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Panam in the studio

Hateful Things... "Inverse-kinematic solver" is one such. Maybe it can't be written perfectly. There's always some glitch in the movements, deadly contortions, knee or elbow pops.

There have been many iterations in which, to put it nicely, she suffered instant death while walking - lots of "now what" moments. I still see errors, but the solver development stops somewhere around this level.

10-12 gutted goPros, 15,000 lines of code and finally she can be summoned like this in the m...

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Update

First of all, thank you very much for your support and I understand that you are looking forward to the content.

I am currently working on several animations with Panam.

In the past months I had to deal with a lot of technical difficulties. These are victories that, to my great pain, I cannot really present, because I know that they are not expected of me on this platform. But unfortunately, all of this was necessary to move forward. Every day I feel pressured by how fast time is ...

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Update

Some of you have asked what software and equipment I use for mocap.

I am still developing this system, but I have already reached a level where I can use it in the following scenes.

It might be worth noting that the scenes so far did not contain any mocap or performance capture, only keyframe animation.

In the future, I will also show you about the outfits. They required so many things: cut & sew, head-casting, 3d-printing, CNC, etc...

But for now, here's a picture...

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Panam, doing the ROMing for my mocap system

Motion capture system for Autodesk Maya using MEL & C++

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Another development that is ripe for use.

The next video gonna need this.

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Funscript-generating (Claire #01)

Script-generating for the scene by funscript exporter in Maya

3D rig-constraining for Tempest's "SR6 Beta"

Scene: "Intimate VR moments with Claire #01" 

Multi-Axis funscripts (generated for Tempest's OSR2/SR6): DOWNLOAD 

SR6 Stroker Robot: 3D print files & build ins...

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From now on we will go with funscript as well...

Creating funscript exporter in Maya...
SR6 Stroker Robot: 3D print files and build instructions from Tempest MAx
EDIT: Funscripts are available for all scenes so far in their corresponding post. (tag: Funscript)

My funscript generator-rig is still in development mode. If you have any comments about it's fine-tuning, please let me know!

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Slowly all problems are solved...

> hypothesis > code, sculpt, code, sculpt > test > false

> hypothesis > code, sculpt, code, sculpt > test > false

> hypothesis > code, sculpt, code, sculpt > test > true > yay!

> sculpt, sculpt > test > turns out to be a false last time

> hypothesis > code, sculpt, code> test > true > next problem

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"bezierBlend" node

Being so immersed in the dry coding process can also have the advantage of being able to find a solution to a 7-8 year problem in 1 day, driven by a sudden idea. Since the facial-rig, which used to use 130 blendShapes, is already sure to use 400+, it is critical to be able to speed up certain processes.

There are facial movements where instead of two end positions, the system has to run through many shapes, like playing glissando on piano. This new blendShape-node can create a much smoo...

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"Everything is Interconnected & Inseparable"

I don’t want you guys to think I’m gone, but for now, I wouldn't show either how overwhelmingly complicated this thing becomes.

...it would just hurt.

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Update

A new facial-rig is being made on the occasion of the new character.

Fellow animators certainly know the feeling when they often have to work against a rig rather than with it. After many years of frustration, I finally managed to gather my ideas to rebuild my old, 10+ year-old rig in a completely new way.

In short, this will bring countless benefits.

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Non-VR Trailer for Intimate VR moments with Claire #01

(1920x1080 50fps): DOWNLOAD  

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Non-VR version is postponed by one day

Guys, I've been awake for a long time now. Unfortunately I have to go to sleep and postpone the finishing touches on the non-VR version for tomorrow. :/

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Intimate VR moments with Claire #01 (2880x1440 50fps)

The trailer (Non-VR) is coming tomorrow (February 13, 2022).

VR settings: SBS (side-by-side) 3D 180.


(2880x1440 50fps): DOWNLOAD  

Multi-Axis funscripts (generated for Tempest's OSR2/SR6): DOWNLOAD 

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Release dates (Claire)

February 12, 2022 - VR

February 13, 2022 - non-VR trailer of VR

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Update

It's been pretty tough for the last 2 weeks.

The new VA was finished with all the takes, which became especially good I think. She was very busy in late December and early January, but it was worth the wait, not to mention that I was progressing with the next character in the meantime. From all the takes I received, I put together the final voice-track and as before, adjusted the entire animation to the last shivering in the voice. Final simulations and lighting were built on that and b...

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Interior for Claire in VR

Voicing is still in progress, after which the final re-adjustment will come to the animation and the render can go. 

Meanwhile, the interior / exterior is completed. Here's a look inside.

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Tears of joy

If we could stay for a few more seconds...

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Character animation for Claire

Although it was definitely easier to work with the new nodes, I couldn't wait to finally start working with her her face.

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New stroking system

Completely redesigned stroking system, with joint correction, blending and baking.

It’s very annoying when it's the middle of an animation where it turns out that a system isn't working properly after all. It takes such a different mindset to dig deep into such systems and come up with a new idea, that it's physically hurts.

A new optimizer node had to be written to avoid swan-neck deformity and a whole new mechanism to blend in and out stroking. 

Resolving such detou...

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