SamSuka
sutekimeppou
sutekimeppou

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updates on stuff + something new?

So I know many are eager to see what I've been planning for the zhu yuan project and I admittedly kind of hit a creative block while trying to plan out what I wanted to do based on all the suggestions in koi.

Honestly I had been thinking about eventually learning either mmd or blender while still doing my regular koi-based stuff; just last week I decided to just do it and started playing around with blender. This semester's been really rough, even compared to the others (my commute sucks this time). But in the time after my classes, I practiced a little and made the little snippet here
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EDIT: Didn't really expect there to be as big of split opinion based on messages/poll results i received in the short time it was up. I think what I'll do for now, is do the ZY project in koi, and just do blender stuff in the background. If i have something presentable, i'll bring it up again later down the road

 

Comments

Thanks for the reply! Learned something new. (W big jiggly booties)

KetaiBango

Mb, I forgot to mention it, but I was only using her to practice

sutekimeppou

Based on the replies blender it is for me

Tensei Sensei

Sir that's yanagi....

Fink

Got it, and thanks for the clarification. The advantages definitely seem overwhelming in favor of blender, provided you can utilize most of them. Seems promising to be sure. For me personally as long the models, thickness, and fluidity can be retained, or improved in this context, then that is a W in my book. I’m looking forward to the ZY project regardless of what you end up animating it with.

11

From what I know, blender has a higher ceiling in terms of the quality that I could make (model/environment/vfx detail/fluid physics/ray tracing/etc.). I’d be able to leverage my new gpu/cpu’s power + more closely resemble how a character shows in-game, to a name a few Probably the biggest disadvantage is that there’s no scene data involved like there is with koi, which is great for people that want to swap in their own characters, modify the animation in some way, or want to see how I arranged it

sutekimeppou

if I use blender, probably the biggest priority for me is keeping things consistent from my koi stuff, so yea, big jiggly booties And from what I’ve seen so far, a lot of the available blender models I’ve tried don’t really have the same granular control as a typical koi one would ootb. The yanagi model here originally only had a single butt bone, so I had to add in a couple more to give me that extra control, which really helps me out since I’m used to doing the key frames manually. And I wouldn’t say it’s 100% harder, I think it’s just tedious aside from the usual learning curve so far

sutekimeppou

I’m not too keen on the intricacies of animation software myself to give an informed decision. Is blender a more powerful, and diverse form of animating compared to koi? Mainly I just want to know the benefits of it relative to koi. Also good luck with the classes.

11

I would say whatever as long as it's peak. (You have been on such an insane streak since the Yae anim) I have a question. Will it still be as bouncy if you use blender? I have seen some blender anims and some of them look SO stiff and characters with small butts all the time etc. (Lol) Is it harder to work with blender or something?

KetaiBango


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