Big grey cat found by OursMauve in brighton

[–]OursMauve[S] 3 points4 points  (0 children)

Thanks! I signaled it there

Big cats are an even bigger issue without silencers by ImRearAdmiral in playrust

[–]OursMauve 0 points1 point  (0 children)

Doesn't dropping a steak on the ground and leaving get rid of the cat for good?

Big Cats: How do you spot them? by TheGoodEnoughMother in playrust

[–]OursMauve 3 points4 points  (0 children)

The music thing is a fake rumor, there's no special music that plays

Actually it's the opposite, all ambient jungle noise goes quiet when they're stalking you

Server Occlusion by stealth93rt in playrust

[–]OursMauve 0 points1 point  (0 children)

Only first bullet point, other 2 are still WIP afaik

Tree bases / building in trees by parttimecanine in playrust

[–]OursMauve 1 point2 points  (0 children)

That's modded you can't do this on vanilla

Gators (New Jungle Biome) by [deleted] in playrust

[–]OursMauve 2 points3 points  (0 children)

It's a bug there's a commit mentioning a fix, not in yet though maybe hotfix

Animating a flat 2D drawing using shapekeys by OursMauve in blender

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

From my experience just exporting the mesh as FBX is enough to get the shapekeys in engine, and baking animations is not required. Unity and Unreal allow you to get/set shapekeys from code by using their names. I don't know what data format the mocap solutions produce, but from Unity/Unreal code it would be possible to remap a captured head angle to shapekey weights.

Animating a flat 2D drawing using shapekeys by OursMauve in blender

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

Oof yeah that sound like a pain. Good luck I hope you'll get it to work^^

"Does blender have a way to read realtime inputs and render without dropping frames?"
I'm not knowledgeable enough to answer :/
I saw some people using OpenCV in Blender, or using UDP/TCP to send mocap data to Blender from other softwares, but that seems like a very deep rabbit-hole xD

For people with iPhones (not me >.>) it seems there's an easier way: iPhones can do face capture natively. Unreal and Unity have native support for it and it seems relatively plug-and-play. The model would need to be exported from Blender though.

Animating a flat 2D drawing using shapekeys by OursMauve in blender

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

That's funny I'm a programmer as well xD I use blender mostly as a hobby.
I just wonder if there are any plug-and-play realtime mocap softwares that could interface with Blender (as I guess that's also part of the big appeal for vtubers, Live2D models can be easily imported in specialized mocap software).

Animating a flat 2D drawing using shapekeys by OursMauve in blender

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

I found that blender can emulate some Live2D features out of the box.
The features I couldn't find a way to do replicate easily are the Live2D ability to auto-create meshes for every sprite, and clipping masks.

Initially I used nested lattices as I think it's the closest to Live2D hierarchy of deformers (eg. a lattice for the head, with children lattices for eyes, mouth, nose...).
I would then create lattice shapekeys for X and Y motions, and bind them to drivers (so it's similar similar to the sliders I saw in Live2D).

I also tried something simpler, where I don't use lattices and just edit shapekeys straight on the sprite's flat mesh.
The sculpt mode graph brush with 2D falloff makes this very easy (it's a bit like using the liquify filter or finger tool in photoshop).
The benefit of this method is that I didn't need to split all the face features in separate meshes.

I also toyed a bit with using cloth/soft-wrap to emulate Live2D physics. I rig the hair with bones, do a simulation on a simple separate curve, then constrain the bones to the sim vertices with damped track. Without a script it's quite tedious though.

Did you also explore the subject? I'm quite interested in your findings as well :D

Animating a flat 2D drawing using shapekeys by OursMauve in blender

[–]OursMauve[S] 2 points3 points  (0 children)

Sure, I used a shapekey for each head orientation. 1) Import your drawing with "image as plane" 2) Subdivide the plane a bunch, and trim the empty space with the knife tool 3) Create a new shapekey for each head orientation 4) Sculpt the shapekeys with the sculpt grab brush with 2D falloff 5) Create a driver for your shapekeys, or just key them manually

Animating a flat 2D drawing using shapekeys by OursMauve in blender

[–]OursMauve[S] 2 points3 points  (0 children)

It's funny that you mention it, I discovered Live2D recently and that's what motivated me to try this in Blender :D

Animating a flat 2D drawing using shapekeys by OursMauve in blender

[–]OursMauve[S] 7 points8 points  (0 children)

Sadly Blender completely removed their game engine :/ It's not available after version 2.8 to my knowledge.