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sgthale

@sgthale
3 bookmarksindexed Aug 22, 2026updatedlast updated Oct 31, 2026importedlast imported Nov 3, 2026
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More Exterior Work and New Interactive Props
I made a lot of progress on the front of the house. I modeled some new boulders and reeds. It now has it's own pond complete with a nice looking bridge and water shader that I made: [Gonna be using .gifs from now on it's much less of a pain in the ass than dropbox]. I took advantage of soft edge sha
Nov 17, 2018 0 6
Beta v0.3b
Nov 13, 2018 0
Finished Base Living Room
Oct 23, 2018 0
Beginning Donut Logic
Sep 14, 2018 0
Completed Animation Batch and New Heel Rig
I finished the last body_angry_jealous and body_angry_tip_toe_reach. [alternate view] Videos hyperlinked. Angry jealous was a good animation to work on because it made me practice my new paradigm for animating faster, "Animate with momentum". It was also cute because it was the first pout I've ever
Sep 10, 2018 0 2
More Animations and Preparations
Sep 6, 2018 0
New Animations and Formulating Donut Logic
Sep 3, 2018 0
Bracelet and Hand Animations.
Still working on migrating and re-animating all hand animations with the new hands. I tweaked the hands a bit since they still looked off. Hands are kind of hard. Especially while trying to figure out topology. A great way to fix weird looking hands that I learned is "go for the fingernails". 9 time
Aug 30, 2018 0 2
Donuts and New Hands
Aug 27, 2018 0
Finalized New Eyes and Beginning Pickup Behavior
Got a metric buttload of work done today (because it's Saturday). I put in about 9 hours of work today. I finalized her new eyes and began writing the pickup logic module yay! At last the eyes are complete. Again going from bone based deformations for pupil rotations to a shader based animation was
Aug 19, 2018 0 4
Improved Hair Physics
Aug 16, 2018 0
Massive Pipeline Improvements and Eye Shader Logic
Aug 14, 2018 0
Beginning Head Mesh Rework
Demo day was a big success thank you all who participated. The majority of the short playthrough videos you guys shared involved throwing her off the map. Was amusing. I am back on development. Working on revamping Shinobu's head mesh. Her current head mesh was cute but I don't think it had the righ
Aug 11, 2018 0 5
Devblog before demo day #1. Bugfixing and improvements.
Fixed a bug with leg animations not syncing with the torso. Video 1 shows the fix in action. As she lowers her hands, her torso must sync with the legs, so the legs very minorly speeds up to catch up with the torso. This is not a trivial task because naturally we as thinking animals would 'time' whe
Aug 5, 2018 0 3
Collision Workflow, Asset Ingestion, and Animation Event Tweaks
I spent some time figuring out a fast way to rebuild collision primitives for walls. The problem is that building physics meshes can be very time consuming. I came up with an idea that is similar to Unreal Engine 4 workflow but going a step further in the automation process. Essentially I take the r
Jul 24, 2018 0 1
Finished Bathroom
Jul 22, 2018 0
Bathroom update
I am modeling my house with realistic measurements to ensure that nothing looks disproportionate in VR. I am going for a cozy mexican themed house since I'm a big fan of those kinds of houses. That means that there will be lots of bright colors, use of adobe, tiles, and wood. Video above shows a sho
Jul 18, 2018 0 3
More Kiss Logic Implementations
Jul 4, 2018 0