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.
2018-08-02 08:39:38 +0000 UTC
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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 no...
2018-07-31 09:24:52 +0000 UTC
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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 sor...
2018-07-27 08:09:28 +0000 UTC
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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 i...
2018-07-24 08:12:02 +0000 UTC
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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 baske...
2018-07-22 08:31:18 +0000 UTC
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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 ...
2018-07-18 08:30:36 +0000 UTC
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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. 2018-07-14 07:48:29 +0000 UTC
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Upgraded head mesh and texture.
Gifs below show the new head mesh before and after:

2018-07-11 09:00:23 +0000 UTC
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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.
2018-07-08 22:20:30 +0000 UTC
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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 ...
2018-07-07 08:25:49 +0000 UTC
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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 sta...
2018-07-04 08:43:01 +0000 UTC
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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 cam...
2018-07-02 08:49:32 +0000 UTC
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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 wit...
2018-06-28 08:51:00 +0000 UTC
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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 m...
2018-06-28 08:34:31 +0000 UTC
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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 ful...
2018-06-27 08:35:21 +0000 UTC
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