I tried several times to animate the toy thing I talked about previously, it's not animating the bronto that's challenging- it's dealing with a floppy, curved toy! I was getting fed up with it, so I decided to try improving the bronto's mesh further. First of all, I adapted the mesh to work with the shader I made for the triceratops. The skin is now more scale-like and with more variety.


I also felt like the body needed a bit more oomph to it, so I went ahead and made him a bit more thicker (and very slightly taller)

Now I think the butt is a lot more luscious and higher quality overall:


WIP shader for the toy and different toy than before. I forget I modelled something inspired by this I found on the internet. It was being sold on amazon or whatever. Looks like it would be neat to use:

A few things from the last post, the shrink wrapping of the toy to a mesh that curves with the neck for example, work pretty well but it wasn't ideal to use for this case... so I changed back to simple inverse kinematics on both ends. Which was working better and wasn't as bad to use as I anticipated, but still was being a bit of a hassle. I think my problem is animating the toy with the neck... when I should really be animating the neck first and the toy to match it.
Also, I just got some VA back from the triceratops' VA for the glamor hole follow up.
They sent me a few lines and they did a great job! I've attached what they sent and I'll do some lipsync of it immediately. Also I've attached some lip-sync for the dragon I did after I got frustrated animating the bronto (still WIP, idk how I feel about it rn).
Velocirection
2022-03-22 00:03:06 +0000 UTCThe_Blue
2022-03-21 02:16:45 +0000 UTCAtomicReindeer
2022-03-07 07:52:20 +0000 UTCMia Impala
2022-03-07 03:33:44 +0000 UTCAuroraboy95
2022-03-07 03:11:50 +0000 UTCXX ELPROPERROS XX
2022-03-07 03:02:06 +0000 UTCSkanky Stanky Skunk
2022-03-07 03:00:08 +0000 UTC