(and I try to limit the catastroph that the Dev will face when his patreons will see some scenes that they absolutely don't want to see...)
I appreciate your concern, but I sincerely think that it won't come to that. I try to be as open as I can about the direction of the game and I try to listen to any and all feedback. I just don't want to say that "this won't be in the game" about most thing. I can safely say that there won't be super extreme things, though, because I just don't want to make this stuff.
Harem, vanilla, MFF ... are usually in the same group, and say to the player : " you are the only lucky one who is getting all the girls "
And " A house in the rift " has that atmosphere from the begining !
That's all.
I agree with that and as I said, I don't see that changing anytime soon.
Saving each frame as a scene (scene subset to be specific) is so I can go back and reuse (better render, changes something, etc) without having to make the whole frame again. As it is being used in an animation, I can probably use low render quality for animated frames to cut down some of that render time (also, if I remember to make sure the hair resolution is set to base instead of high).
Makes sense. I've only launched Daz a couple of times, cannot stand its UI, but I kinda assumed that it would have some sort of timeline with keyframes and all that, so you can easily make animations by changing only things that need to be changed between frames.
Just to make sure I'm understanding correctly, since you are using Unity, the animations are rendered in realtime by the user's machine, like a "normal" video game (eg Call of Duty, Metro, Tomb Raider, etc)? Or are they already rendered before the game release is compiled?
Rendered in realtime, yup. That why there are certain issues with transparent objects, clipping issues (can't really run softbody physics in realtime, and the engine isn't suited for that anyway). Adjusting materials on scene-by-scene basis and applying bone modifiers is one of the biggest time sinks with this setup.
That new teaser animation looks great. I seriously need to look at doing animations your way.
Thanks! Although this particular animation is 90% premade, only had to adjust some parts.