HAPPY HALLOWEEN!!!!
I made this for funsies, pretend Im from cats the musicals cause I didnt actually make a Halloween model
EmpTea Space retweeted
After multiple weeks of editing; and thanks to a subtle joke from a good friend of mine; here is the long awaited
#VRChat Smash Bro's Roster Vid!
And a massive thank you to EVERYONE who submitted to be featured, wouldn't have been possible without y'all!🖤
VA: @SnapppleTonic23
I'm seeing so much Talia art from edgerunners 2 that is pissing me off because not one person I've seen has drawn her like how she actually looks
EmpTea Space retweeted
It's my birthday! Happy birthday to me :3
Send pictures of you're avatar's cake. I'm hungry. Or just say happy birthday! :3
Why is Phoenix the only thing on my feed rn
Not even an exaggeration I dont see anything else
I'm not complaining.. she is cute....
So excited to get back from rehearsal and classes all day and finally get some avi work done aanndd looks like my shinano might corrupted.... Fuck
EmpTea Space retweeted
lil hard to explain so im sorry if this makes no sense but-
i wanted to try playing around with having split armatures, where one armature is what acts as my tracked armature (like movement and animations) and the other is what everything is weighted to and is constrained to the tracked armature. my first idea was a grab system- i wanted something where, unlike avatarposesystem, you can grab my hand and the rest of my arm will follow the movement naturally.
i managed to get it working!! im super happy with it, still needs some tweaks but overall i think it looks great~
firstly, there are essentially 4 actors here:
the base armature which i split into the tracked armature and the normal armature
the fake arm IK
the arm physics
for the fake arm IK, on my normal armature's hand and upper arm i have two physbones (ArmLowerCollider & ArmUpperCollider) with small inverted colliders at the end, and they collide only with each other- this means that they form an angle to always connect at the end. on the hand physbone i have another physbone (ArmElbowCorrectLower) that makes sure that the hand bone is always pointing in the opposite direction of the elbow, which makes the two physbones always bend in the correct direction (so that my elbow doesnt fold backwards lmao).
for the arm physics, starting from my normal armature's shoulder, i have a chain of bones (ArmPhysUpper) thats just a duplicate of my upper arm, lower arm, and hand that acts as what you'd actually grab. the hand physbone from the fake arm IK has a long inverted collider on it that this chain collides with to make it roughly align in the same position as my normal armature's arm. when the hand gets grabbed, my normal armature's arm gets constrained from my tracked armature to the arm physics bones.
if you notice, these two systems get constrained to eachother; my normal armature gets constrained to the arm physics, and the arm physics use the collision from the fake arm IK to align with my normal armature. however, there's just enough wiggle room with that collider that, when grabbed, the difference in position runs between the two system as they try to correct it, which is how this all manages to work. this does cause a slight drag, but i don't mind because it feels far smoother than something like this should- my goal is to also make this optimized, but ill have to test it later.
sorry if this is a mess to understand!! im just trying to show off lol, is a bit of a pain to explain~ lots of love <3
I wanna watch the 2nd season with people...
EmpTea Space retweeted
still don't really know what i'm doing with editing but im trying =w='
kinda just trying to mimic what i've seen others do to figure out what works/what doesn't
Holy shit... That ending
That was BIG
I loved this canto so much even if I couldnt relate at all. I'm sorry I directed all my hatred at you Chaplin, you just suck >:c






















