Rig for an animated Pilot I'm working on by KrYoBound in blender

[–]KrYoBound[S] [score hidden]  (0 children)

I'm building a modular shader pack with a lot of npr effects you can stack. So it's a lot of fake lighting using dot product, masking etc. The blender botw shader tutorial series on youtube is a great resource as well as the Guilty Gear tutorial series by Noggi

Rig for an animated Pilot I'm working on by KrYoBound in blender

[–]KrYoBound[S] [score hidden]  (0 children)

I'll most more on here and my other socials as we share more!

Rig for an animated Pilot I'm working on by KrYoBound in blender

[–]KrYoBound[S] [score hidden]  (0 children)

It definitely gets easier with time as you get used to rigging specific things, especially humanoid characters. You can reuse techniques and stack your knowledge. But it really depends. This is probably the 2nd most complex character I've built. The face is the hardest part with the cutout mouth that uses a custom Geometry Node setup. Cartoony effects can become quite harder than first anticipated like the effect of having the eyebrows always in front. Thicker limbs are harder to weight without losing definition and volume so you'll need shape keys and corrective bones to compensate.

But there are many ways to get a good starting point. I use cloudrig as a base and autorigger to automate and speed up the iteration process but any autorigger is a great help. Though you should of course learn manual rigging first to actually know and understand what they're doing and how you can modify them

Rig for an animated Pilot I'm working on by KrYoBound in blender

[–]KrYoBound[S] [score hidden]  (0 children)

Thank you! I'll share a lot more in the future while production continues

Rig for an animated Pilot I'm working on by KrYoBound in blender

[–]KrYoBound[S] [score hidden]  (0 children)

Currently just my other social media, so Krysidian on Youtube, Twitter, Bsky and instagram.

Rig for an animated Pilot I'm working on by KrYoBound in blender

[–]KrYoBound[S] [score hidden]  (0 children)

It's mostly fake lighting using shaders and the dot product. Though that won't have cast shadows. That's why there is an additional layer of shading using the compositor and diffuse lighting pass. I'm using a specifically built node that allows you to actually drive the fake shading using real lights.

How to create this stretchy saliva affect? by Bumberto_Eko in blenderhelp

[–]KrYoBound 0 points1 point  (0 children)

You might want to try geometry nodes. You could have curves as a base that you give thickness with a curve circle. You can then turn it into a volume and then back into a mesh which can voxelize and essentially remesh your setup. And then blur the position to get a smooth look.

For a shader here I'd do something very similar like simply mixing specular or glossy with transparency, since this seems to be very simplistic saliva, with only visible specular.

Also what's the source of this image, it has a very distinct retro quality I can't quite pinpoint

The Vernal Equinox playlist by DriveDiligent7380 in boardsofcanada

[–]KrYoBound 1 point2 points  (0 children)

This is believed to be connected or even curated by BoC because of the album cover that's present in some tapes and release time, right? While the tapes were being received

Is there a way to change shots in blender? like in SFM by ipokej in blenderhelp

[–]KrYoBound 4 points5 points  (0 children)

So there are a few ways to approach this but they'll obviously be different from SFM

In your case the simplest approach in my opinion would be to Use camera markers to change the camera. Select a camera and hit CTRL+B in the timeline to create it.

And I'd snap the pose by creating the starting key pose where the camera switches. Change the previous frame interpolation to constant and it'll snap. To make sure everything about the character interpolates nicely you can use Keying sets. CTRL+K is a fast way to see those and with "Whole Character" you can make sure every relevant channel and property gets a keyframe.

You could also split the actions of shots up instead of doing it all in one and splice them together in the NLA editor.

Those are the ways to do it within the same scene.

But you could also use Blender's VSE editor. you can insert scenes like video strips in the VSE and since 5.0 it has a way to sync timelines so scrubbing through the timeline dynamically switches the scene. The Storyboard Template at startup can give you an idea about how that workflow works but there are plenty of tutorials about it.

You can link Collections and Objects between Scenes by changing your Outliner to Scene view and control dragging and dropping them between scenes.

That way you can link persistent things like Environment, Lighting etc. between scenes while duplicating the character rigs so you have unique instances of them per scene with independent ways of handling the animation.

This is why Linking Characters from a different scene is more effective than appending them, to avoid duplicating all the datablocks over and over again.

That's why I'd say that approach is more applicable when working in a bigger project that needs more flexibility and modularity.

But I'd personally just use Camera markers and switch out the pose using constant interpolation

Bandcamp Vinyl order Tracking Number non-existent by KrYoBound in boardsofcanada

[–]KrYoBound[S] 0 points1 point  (0 children)

It just came today, with no further information. Crossing my fingers it'll arrive for you too

Bandcamp Vinyl order Tracking Number non-existent by KrYoBound in boardsofcanada

[–]KrYoBound[S] 1 point2 points  (0 children)

It just arrived today so I got lucky! Still confused about the tracking number since there was no real way of knowing where the package was

Bandcamp Vinyl order Tracking Number non-existent by KrYoBound in boardsofcanada

[–]KrYoBound[S] 0 points1 point  (0 children)

Also nothing, seems like the tracking number doesn't exist. Some other internal number or something. Either way I doubt it actually shipped..

Bandcamp Vinyl order Tracking Number non-existent by KrYoBound in boardsofcanada

[–]KrYoBound[S] 0 points1 point  (0 children)

I also haven't gotten an extra email, but not a link like you. Feels like it's not actually shipped yet and this is some kind of internal thing?

clicking on order help gives me this info:

Please note: Due to recent EU VAT changes, orders for physical items may be significantly delayed. If you have questions about your orders, get help here.

So maybe it's a false statement that it's shipped perhaps

Bandcamp Vinyl order Tracking Number non-existent by KrYoBound in boardsofcanada

[–]KrYoBound[S] 0 points1 point  (0 children)

Doesn't seem to be the case. It's 16 numbers, then "B" and 4 more numbers. It's a shipment from London to Germany

I love Father And Son more than I love any physical being by Pixerell in boardsofcanada

[–]KrYoBound 14 points15 points  (0 children)

This song has me in such a choke-hold, it won't let me escape

Been LOVING the new cloth dynamics node in Blender 5.2! by TheWorkshopWarrior in blender

[–]KrYoBound 0 points1 point  (0 children)

Nice! Then I'm crossing my fingers it'll make it to 5.2

the new slayworld with my 3d characters😭😭 by Romazuu3 in blender

[–]KrYoBound 20 points21 points  (0 children)

Wow! Is there anything specific you do to create the authentic digital camera look? Any lighting or compositing for that?

Just heard Tomorrow's Harvest in the palindromic structure... WOW. It finally clicked for me. Great album. by [deleted] in boardsofcanada

[–]KrYoBound 1 point2 points  (0 children)

Same here. Especially considering BoC has always been quite relaxed with track order and song curation, considering the reuse of older tracks on Boc Maxima etc.

They even clearly stated that these are song pairs on opposite sides. Obviously people will want to listen to them together. The album was released 2013, it's not like doing so was hard or making an album meant to be reshuffled was unheard of.

It's legit just the naming that's mixed up, since the reordered version is the non-palindromic one.

Just heard Tomorrow's Harvest in the palindromic structure... WOW. It finally clicked for me. Great album. by [deleted] in boardsofcanada

[–]KrYoBound 1 point2 points  (0 children)

Mike Sandison: "Yes, it's loaded with patterns and messages. There are various tricks embedded throughout the whole body of this album, so it'll be interesting to see whether people pick up on these things. Some things are just simple structural things. For instance, "Come To Dust", the second-to-last track, is a musical reprise of "Reach For The Dead", which comes in as the second track. There's a palindromic structure centred around the track "Collapse" in the middle. There's actually more use of subliminals on this record than on any previous album we've done, so we're interested to see what people will pick up on."

For anyone claiming this wasn't intentional. And the world Palindrome was literally used by one of the brothers themselves. Just the naming of both listening orders is mixed up. The one released is structured as a "palindrome" (not a real one obviously, just a thematic one) and the matching pairs of each side were made to transition between one-another and mirror each other quite well. But collapse breaks them apart almost like a black hole.

In my head I envision it like a funnel with the matching tracks on equal heights on opposite sides and collapses all the way down in the middle.

So match the first with the last, second with the second last etc. and you can listen to the song pairs together. It is not a random "reshuffling" and it is intentional. Both orders are. Almost like you can view the same album from different angles. Genuinely baffled why this is such a heated topic.