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AZmaybe 9 Yoko Giantess Growth

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🎯 Загружено автоматически через бота: 🚫 Оригинал видео: 📺 Данное видео является собственностью канала AZmaybe 9. Оно представлено в нашем сообществе исключительно в информационных, научных, образовательных или культурных целях. Наше сообщество не утверждает никаких прав на данное видео. Пожалуйста, поддержите автора, посетив его оригинальный канал: @AZmaybe9. ✉️ Если у вас есть претензии к авторским правам на данное видео, пожалуйста, свяжитесь с нами по почте support@, и мы немедленно удалим его. 📃 Оригинальное описание: I want to thank these guys for helping get this done. Writer: Yoko: MEGA Download: #Eq4nTDTqBKv28VsT2qniqA Patreon: Twitter: Deviantart: My Discord: First, I wanted to mention that I checked out and added English SUBTITLES to this video. It took an hour, was kinda cool but also boring, but hey people have wanted me to do this and I kinda know how now! This was an attempt at a full 360 VR video that isn’t a test or anything like that. I had LOTS of troubles getting used to the VR process ESPECIALLY with rendering. So many days spent rendering. The destruction here was done using Apex Destruction in UE4. To my surprise, I couldn’t cache the destruction! So every single test and render I had to cross my fingers that the destruction would come out ok. It actually did a pretty consistent enough job too. This was also me trying to move off of manual physics for the first time but I didn’t get too far for this video. All “physics“ on the first floor are actually manually animated. My upcoming Ms. Marvel video is the one that has all of the actual physics applied to objects. (and cached for consistency) But that vid was full of its own bag of tricks. I’ll talk about those another time. What’s interesting here is that I had to spend A LONG TIME trying to figure out hair physics. I tried everything under the internet but found that things either didn’t scale with Yoko or didn’t collide with anything. Which led to me creating the GRAVITY COLLIDER SYSTEM. But then there was something wrong with how UE4 read the stretch ik and with Yoko’s hair bones acting extremely weird with... well anything in Blender. (Found out later I accidentally flipped a bone direction) Which means the hair was also completely MANUALLY ANIMATED too. Trust me when I say I spent weeks trying to find SOME way to do physics this time because of all the close quarters collision. But this video was filled with me attempting things for the first time only to fail in multiple ways. Especially destruction. But it’s all OK! Because I know how to do these things MUCH better now and UE4 Chaos system is officially coming out in its next update! HYPE!!! ALL of these issues were fixed in Ms. Marvel and severely tested to make sure it all worked from Blender cache to UE4.

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