Totally forgot to model anything below her skirt so today I made her panties. Can't have an anime game without panties. The model properly deforms around the skin. Gif below shows the model.

There will be a huge overhaul of topology after the ...
2018-08-02 08:39:38 +0000 UTC
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Something I added to improve her look at logic was to make sure that certain rotation offsets from an animation are taken into account on top of the look at logic. So if she was currently playing a head nod animation, that x quaternion offset will now go on top of her look at logic so she will keep looking at you while being affected by the head an...
2018-07-31 09:24:52 +0000 UTC
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One new behavior is support for animation variety. I spent some time animating and setting up the framework. Essentially this will allow random alternative animations to play for certain animations. So for idling she now crosses her arms and just sort of hangs around once in a while. Makes her a little bit more alive. Another new behavior is in its...
2018-07-27 08:09:28 +0000 UTC
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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 raw detail mesh and I select faces that would toget...
2018-07-24 08:12:02 +0000 UTC
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I'll be working on tightening up logic and bugfixing for a stable demo release (8/8/18). Maybe add a bit of logic to have her follow you around.
Bathroom has had a few more props including towels, soap, shampoo, floor mats, a portrai, laundry basket, and a rubber ducky. And more tile textures. Eventually most props will have some small animation ...
2018-07-22 08:31:18 +0000 UTC
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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 short flythrough of the current bathroom model. There...
2018-07-18 08:30:36 +0000 UTC
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The shaders had to be reworked to look good with shadows. The problem is that anime faces do not interact with light normally. Not only in the way of light being clamped at certain angles, but also the way it interprets the actual mesh. 2018-07-14 07:48:29 +0000 UTC
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Upgraded head mesh and texture.
Gifs below show the new head mesh before and after:


Her eyelashes were also redone to be thicker and more Shinobu like wit...
2018-07-11 09:00:23 +0000 UTC
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Was wondering what should be the next logic module for Shinobu for after the demo (8/8/18). Headpats, kisses, and chopsticks are the only ones in right now.
2018-07-08 22:20:30 +0000 UTC
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More snapping fixes and completed the last animation assets and finished the kissing module. At last.
The previously mentioned snapping errors for the happy and angry start kisses have been fixed.
The module now has all the logic implemented with all the assets imported into Unity and into the animation system. Happy to say that all branchi...
2018-07-07 08:25:49 +0000 UTC
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I am almost done with the kiss module. So far the bottleneck has been creating the animation assets as the logic is relatively simple. The look at target blending logic resting on top of the animation is sometimes finicky to get right. I finished stand_kiss_happy_cheek_* animations which will be played whenever Shinobu is kissed while happy on eith...
2018-07-04 08:43:01 +0000 UTC
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I'm still short on a few animation assets but there is enough to complete one branch of kissing logic. Video 1 shows Shinobu first starting out angry and becoming angrier as I approach her. This is the proximity part of the logic. Then I move the camera towards her cheek which for now counts as a kiss (for debugging purposes). She then reacts and t...
2018-07-02 08:49:32 +0000 UTC
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The way I plan logic modules for Shinobu's behavior helps me visualize the required assets and logic. I also start with big ideas and work on them in terms of importance. So far there are 2 completed logic modules: headpats and playing chopsticks with her. Both are enclosed with a green box in the image above. I use draw.io to prototype logic in a ...
2018-06-28 08:51:00 +0000 UTC
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There was a problem with the way I was blending between my look at logic and a currently playing animation. The blend values constantly eased towards a target value which caused snapping and sharp ease outs. Video 1 shows the problems in slow motion. Video 2 shows the fixes which now uses a time updated quadratic ease in out.
Continuing wor...
2018-06-28 08:34:31 +0000 UTC
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I am excited to be closer to my goal to hire real talent for Shinobu's voice. Along with music and sound effects.
About my work ethic: I do regular dev blog posts every 2-4 days. I usually put in 25 or so hours per week to this project after my full time job. Programming and modeling is my way of relaxing. Incremental upgrades to random parts of ...
2018-06-27 08:35:21 +0000 UTC
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