Part 2!
To kick things off, here's a another profile render of a (romanceable, of course!) side character.
(I also edited in a banner at the top of the first post... things seemed a little sparse up there.)
Now, for some hopefully unexcessive ramblings...
Daz is kind of a pain in the ass.
It's a program with a lot of strengths, but an intuitive, non-cumbersome user experience is certainly not one of them.
I've been trying a workflow that uses the animation timeline to aid in posing and rendering. Basically, having each frame on the timeline contain all of the information for character poses and expressions, prop positions/rotations, camera parameters, and whatever else might change in a given scene. Then, assuming everything hasn't been broken by forgetting a small step somewhere in the process, rendering each frame in one go as an image sequence. When everything works as it should, it's significantly faster than what seems to be a more traditional workflow of having, eg. a dedicated Daz scene file per shot/render.
To anyone experimenting with this workflow-- just be sure that you keyframe
literally every transform that might move,
before you make any changes to it on a given frame. And even then, it might randomly decide to change something you didn't tell it to, causing a character's hand to blast through the nearest impenetrable object for no particular reason. It's also a good idea to make sure that the interpolation is set to 'Constant' for every keyframe, unless you enjoy surprises. (For some reason, I can't seem to reliably just drag and select all keyframes on the timeline to make this change, I have to manually select them all in seemingly arbitrary batches. I don't know why... Because Daz, I guess.)
Oh well, at least the renders look nice.
Writing dialogue
For the script, I've been using
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, which I'm quite enjoying. I've used Yarnspinner in the past on other projects, but it seemed slightly less ideal for this one, and at least from my experience, seems better suited to a more interactive, traditional 'video game' experience with a controllable character, interactable NPCs and objects, and so forth.
Ink is especially well-suited for branching-path stories (which, somewhat ironically, mine probably will
not be). But even so, it's a great method of script-writing for a game engine, where any given dialogue moment might trigger a specific game event (sound effects, transitions, visual cues, etc.). It also has a cool little desktop app for writing and exporting your written sequence in a game-ready format, with a neat 'story preview' mode (or whatever they call it).
Things that move
Back over to Unity, where things become a bit more user-friendly, I've just finished a few weather-related effects that should give some life to rainy scenes with windows. I'm sure it'll go through more iteration before I'm completely happy with it, but it's a promising start, I think.
I haven't used Gfycat before, but I'm gonna try embedding a rainy night gif of inside the protagonist's apartment, also with a vague preview of what he looks like. (It fades in, making the loop point kind of unfortunate...so...yeah, I'll have to improve my gif-making skills for future posts).
It's kind of a cool effect, I think, and will hopefully give a bit of life to the scene that can contrast the static character renders. Sound design will also play a big role in making the scenes more interesting and enjoyable.
I'm planning on sharing more of these gifs in future posts once I get more shader work done for things like foliage, clouds, fog, and ambient particle systems.
Animation...?
I've had some promising animation experiments within Daz itself, but the clunky interface and cumbersome timeline tools are tempting me to mess around with bringing my characters over to Blender and seeing how things fare there. There seem to be decent tools for doing this, but I'm unsure of how they handle genitals (I'm not using the stock Daz ones), so I'll need to do some more research and/or experiments there.
Anyway, I think that's it for this post. Thanks for reading!
Damn, those images are beautiful.
Good luck! I hope you get the traction you are hoping for. Please keep posting updates so we can support you.
Thank you!
It's (predictably) proving to be a rather slow process, but I'm determined to get some momentum going and see it through to completion. I've had enough start/stop projects over the years that I definitely intend for this to
not suffer the same fate.