Archive for August, 2014
Because you do not get rid of an obsession just like this, here are some work in progress shot of this week. And yes I’m considering using liquidmesh for this. That is, if I ever manage to finish it.
I didn’t want to make the cuffs a “resized” version of the collar, because I feel that the locks should stay at a consistent size for the different parts of this set. The difficulty here is to get them to look like they match perfectly, the cuffs have to be smaller, but the hinge should be as wide and as tall as for the collar since they are made from the same steel parts.
Good result so far, however the welds look slightly different, I’m getting some unwanted shadowing because the piece is rotated 90°, I might put it back vertically to eliminate that.
I’ve settled for a “circular” section (the simplest of the two) rather than an oval shape. An oval would not really be harder to make than a circle but I stuck to circle because… well circles have a certain elegance. I’m not sure if I will stick with it, but it looks good enough for now.
I took a couple of days to try to really get into blender. While I’m fairly proficient with 3D Studio Max, i don’t think it’s where the future is. While max has a wide array of plugins available, they are almost all made by for profit entities, add to this that Blender has a much better file format support and has always been the tool set of choice for SecondLife ( all the way back to sculpted prims, then meshs, then rigged meshs and now fitted meshs), you can see why I’m interested by it.
Blender is kind of a strange beast, getting used to its control scheme is quite difficult when coming from something more “Standard”. But the tools are not very different from Max really. But unlike Max where hotkeys are there but optional, on Blender it’s almost a requirement to know a good amount of them, while most of the hotkeys have their UI equivalent, it’s not true for everything (that or i haven’t found them yet).
The new Blender rendering engine take a lot of time getting used to it. The results are very pleasant and realistic even with just a sun light and a basic sky but the tools available are… strange to say the least, and I’m not talking about the “noodle” interface, that’s not the issue. Some materials turn out to be extremely difficult to produce and what should be a very simple thing turns out to be not so simple to produce. I get the feeling that on Cycles, material creation is very close to what shader programming would be.
Ironically I have yet to touch the “old” rendering engine which might be more appropriate after all, it’s just the old reflex scanline < mental ray that you tend to have in Max.
I don’t think I can just move to Blender “like that”, I’m gonna need a lot of practice to get comfortable with it.
New face slappers will mute themselves after you get slapped twice by the same person and will not display the emote message for half an hour. Hopefully this will make the tool less intrusive.
Send me an IM if you want the update!
I just released a patch that fix the following issues:
- FIXED: RLV TPlure restriction not always clearing when a leash is removed.
- FIXED: Mitten-ed hands detection.
- ADDED: Running animations are now checked/applied when sitting/standing (takes a couple of seconds to kick in)
- CHANGE: Cleaned up the mouth opening code for gags, no more mouth flexing.
And here is a list of the products that have been updated:
- All the PonyPlay bits.
- Wasp gasmasks.
- Lined chrome chastity belt
That’s all for now 🙂