Most of the text underneath is mentions technical stuff
The TL:DR is that the node system i mentioned on the last post is done and rough anal missionary
So the node dialogue/cutscene system is done
(This is how the wolf intro cutscene looks in node form)

Maybe it looks more complex than ticking checkboxes and selecting stuff in dropdown list, but it is a billion times easier to work on
The system took a while longer to make because i initially tried to make it with the native node system unity provides GraphView i would not recommend it at all
Basically spent 3 days trying to get what XNode gives you in like 30 minutes
Another thing i ran into is Blendshape animation not exporting on the batch animation exporter (mentioned on the previous post)
In this case the blendshapes were being used to animate the wolf's face, the animation of the blendshapes was being handled by bones in blender so it should be easy to read the values of the bones and then feed that into the blend shape influence of the unity model
It worked that way when reading blendshapes that were being controlled by a bone local scale, but for blend shapes that were being controlled by local position the end value was always off, turns out atleast in my case unity just had added some garbage decimal offset value to the bones shifting the desired result
Thankfully this offset is constant so the solution is to sample the local position of the bone when initializing the rig and then subtracting that from the current offset the bone has when animating
Here's a comparison

Another thing the batch exporter smoothed out is importing sex female animations, before i had to do a whole extra process to import them
Now with the batch export i simply add the animation to the list of animations to export and its done
To test this i made a modification to the missionary animation to make it anal (internal view and vfx are wrong)
Pusspuss
2024-12-05 19:07:04 +0000 UTC