Noot noot
So that was this week. Thanks for checking in, I'm a little disappointed but it's going to happen. I try to leave every one of these posts with a happy image but I really don't have any so I'm going to leave a shitpost. Noot Noot.
Noot noot
So that was this week. Thanks for checking in, I'm a little disappointed but it's going to happen. I try to leave every one of these posts with a happy image but I really don't have any so I'm going to leave a shitpost. Noot Noot.
I eventually went back to bed, and woke up less than an hour ago. Nearly 14 hours of sleep, apparently I really needed it even though I felt like I did nothing this week.
Anyways that night I took a nap and woke up feeling awful, had some social stuff to take care of, and now some health issues. I think I'm sick again! Yayyyyyyyy....
However other programs I have that use OpenXR launch without issue. Sadly this took almost all week and had no progress. I think I'm going to give up on it, and just learn to animate badly.
I did finally get the controllers to update on Thursday! I tried every port on my computer and one worked for updating them! And... the mocap program still crashes. I'm told the issue is in between the OpenXR wrapper and the program crashing a process in SteamVR.
Mobo
I'm going for a shorter chonkier and stockier design to see what it looks like. The body needs a lot of work, and he currently looks like some weird mole, but it's coming along!
I've started working on a second version of Kobo. It's far from done but I liked the limb shapes from previous and retried them.
Tuesday I tried everything I could think of to get past the crash, and got a solution. Opening the system report in VR made SteamVR not crash! ...and then the update failed. So the rest of the day was that, and I started a new project.
On Monday it was finally time to run the mocap program! ... and it crashes. I tried everything I could think of an eventually contacted the dev. They pointed out my controllers needed a firmware update. Guess what? SteamVR crashed.
Angy anteater looking thing
Angy anteater looking thing
On Sunday I decided to start working on a silly project in Blender just to practice. It's nowhere near done, but I quite like the limb shape and claws.
This was sadly a bit of a disappointing week. We did get a fix for the mocap program which let me launch it, and I got it to launch on Saturday! In doing so I flashed my bios, completely wiped my display drivers and got them to update. All this took me until late in the afternoon.
It's Friday.
That's all for this week. Sorry there wasn't much progress, but some weeks will mostly be research, and failed attempts at stuff.
They were really nice about it, and say they're going to try an attempted fix in the next few days, so I'll be trying that out.If it works, I wanna try motion capture for animating Kobo, as it'd be a really neat option!
Sadly the program wouldn't launch for me when I went to test it today, and after a few hours of trying to figure out why, I contacted the dev.
I found a few options but one really stood out. dragondreams.ch/index.php/de... made by @dragondreamsgd.bsky.social really caught my eye, and if you're curious take a look at some of the example videos on their page!
Then I spent a while animating Kobo with the sword / club dummy. After a day of fighting with it, I really disliked how it either felt weighty or too abrupt. So I went into research mode.
Dual L blocks
Banana bow
Spear that's not too big.
How do I chain physics?
The next thing I did was create the rest of the dummy weapons for Kobo. This gives you an idea of what I'm thinking for the weapons for the game, I have ideas of attacks and movement abilities for all of them.
Then I looked into how to make him walk with it, without having to redo every animation for every weapon. I think I need to look more into how animation trees work, but they're certainly an option for blending animations AND handling animation transitioning. That'll be done after some animating.
Clubbin time
First thing I did was give Kobo a dummy weapon to do some animating in Blender.
I went into it with the goal of setting up some basic attack animations, and getting Orbo to be launched by them, however once I got into animating the weapons is when the slowdown began.
Happy Friday! This was a bit more of a slow week as last week was sort of a culmination of what I was doing for the last while.
Have a good weekend and thanks for checking in. Have Kobo running around for a while.
There were also some difficulties handling buffering. Kobo just kept jumping. I think I've got it nailed down though for a starting point! I'm happy.
Then I went after what's been a wall for me the last while. Getting the state / action machine working and handling animation. I had a few issues as you can see here.
Lookit Orbo go! I could improve their return to center logic, but that can be done when I start testing Koboattacks
After working on that for too long, I finally buckled down and got my launch code working. This involved creating an entire attack system to handle launching including weights and forces. I did it as such so I can hopefully just create an attack, and have everything taken care of.
Bark woof
So I made a squirrel of course.
The things I wanted to do was get a basic form of movement in, and finish the orbo launch screen.
It's Friday again, hooray! And I'm finally getting over my illness. While the start of the week was a bit slow, I actually finished what I set out to do this week!