Archive for the ‘pet projects’ Category
Practice welding
The last time I’ve actually done any welding was back in the 3DsMax days, completely different method here but the results aren’t too bad.
Stumbling around designs.
Sorry for the picture dump.
I ended up ditching the mouth gate because I don’t think it will look right with cage bars going all around.
I’ve also offset the hinge so it makes more sense mechanically and added a ring to it. I’ve re-imported the lock and padlock shroud and they fit just right (with a few minor adjustments).
I’ve also toyed with various designs for the ring on top of the cage since it is ment to work for suspensions. A popular vote decided that the last one was the one that made the most sense.
Headcage project!
I started this today, I spent a lot of time on the collar section to get it close to how I’ve made my metal collar so that the heavy-duty padlocks will fit the same way. There is a bit of a clearance issue if I want to keep the cage bars dead center on the collar piece.
I kinda want this little mouth gate but I’m not entirely sure how functional it is actually going to be, unless I cover the entire cage with a light bar mesh. I mean the wearer could just shift the cage around to an unobstructed set of bars, unless I make it so tight that your nose prevents you from doing that. But then that’s gonna cause issue with hairs…
Nothing is set in stone yet…
School project
Yeah this is one of “those” pet projects that no one cares about 🙂
I’ve been toying with the idea of doing a slight rework of the dead realm ground level to build a little japanese themed village. I’m trying to avoid being horribly clichĂ© but still… I started with the school… obviously.
Belt suspensions woo.
I’m gonna run a few final tests before I begin rolling this update out. In the meantime, here are some pictures.
One more animation left!
I’ve added a pair of static animations that force the avatar to bend forward and back if the collar is chained to front/back of the belt, it’s not much but it combine well with other bound poses.
So all that’s left is the belt back suspension pose really.
Hopefully I’ll be done tomorrow.
Belt HUD done.
I kept running in circle on those suspension animations, so I decided to focus my attention on the HUD today. The only thing remaining now is those dreaded animations…
Back to the belt itself.
I think the suspension code is probably bug free but I’ll be able to run more tests once I’m done with belt suspension.
I finished the two suspension animations for the lined chrome collar (don’t worry you will be able to turn that off if you don’t like the idea of neck suspension).
I also fixed a small bug in the main TouchBound code that I will roll out as an update at some point.
I made an extra set of poses for cuffing the wrists to the front of the belt and I’m doing some adjustments in the animation rules to make a few more points eligible for animations.
Next step is to tackle the belt suspension animations. All 4-5 of them…
Base of the suspension code is done.
I can’t really find bugs in it anymore. Tether points that are overhead are automatically detected as suspension rings and trigger the suspension animation aswell as the suspension code. I also modified basic tethers to have a “click and drag” mechanic to adjust the suspension height. It’s a little weird tho.
I have a really basic “neck” suspension I did for testing. It almost looks right, excepted when it doesn’t. Being a partial animation it kinda relies on your AO to look a bit lively…
Better animation required? Definitely.
Belt stuff
I spent like… half the day rendering textures at this point. I don’t have much to show but I still have this!