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| Darksunrise957
# Statistics
Favourites: 162; Deviations: 6; Watchers: 15
Watching: 1; Pageviews: 8704; Comments Made: 1498; Friends: 1
# Interests
Favorite visual artist: Tsitra360Favorite TV shows: MLP
Favorite bands / musical artists: Living Tombstone
Favorite gaming platform: PC
Tools of the Trade: Computer, brain.
# About me
I make a variety of digital arts, mostly just a bit here and there, but I have future plans for some of the projects I'm working on....# Comments
Comments: 25
JoshNg [2018-01-02 01:21:27 +0000 UTC]
Appreciate the mention on forum.deviantart.com/showcase/β¦
Thanks!
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Darksunrise957 In reply to JoshNg [2018-01-02 06:29:37 +0000 UTC]
Welcome! I hope you end up making more animations in 2018
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Darksunrise957 In reply to PonyLumen [2015-10-10 07:46:49 +0000 UTC]
Oh, wow. Thanks for that!
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Darksunrise957 In reply to HeavyMetalBronyYeah [2015-01-14 06:08:15 +0000 UTC]
XD You desreve it. I've seen a few of your pieces before, but never remembered to watch
Well, now I am. I am expecting more awesomeness in the future.
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HeavyMetalBronyYeah In reply to Darksunrise957 [2015-01-14 06:10:07 +0000 UTC]
I'll try and make some for ya.
Thanks.
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Darksunrise957 In reply to HeavyMetalBronyYeah [2015-01-14 06:15:51 +0000 UTC]
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Darksunrise957 In reply to Desiema [2014-12-31 18:09:51 +0000 UTC]
Well, between "Deense", and "On Sunset" (especially) I can't wait to see what you come up with next! Really great artwork!
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InkyPsycho [2014-11-11 16:02:23 +0000 UTC]
Thanks for the donation, dude!
It's very much appreciated ^^
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Darksunrise957 In reply to ArtNinja101 [2014-11-10 17:49:53 +0000 UTC]
XD You deserve it!
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Darksunrise957 In reply to PonyLumen [2014-03-15 09:23:48 +0000 UTC]
With the brilliant creator you made?
Totally deserved. XD
I mean, I don't believe it could have been easy to implement a fully functioning bone system using unity, especially with the multiple shapekeys for the face posing.
Once again, very nice, and keep it up!
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PonyLumen In reply to Darksunrise957 [2014-03-15 13:40:35 +0000 UTC]
Thanks again
I don't know Unity, so I can't tell how hard it is to use it.
The bone system is all but easy.
Models with 4 shapekeys or less are very easy to program, but having more requires advanced techniques. (3d Pony Creator has 51Β shapekeys).
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Darksunrise957 In reply to PonyLumen [2014-03-15 15:42:53 +0000 UTC]
*facepalm* Gah. Sorry, thought I remembered it using the unity plugin... It seems to be java... Anyways... Like I said on the shapekeys: I'm really impressed that you were able to get it all in there, and still run beautifully and be user friendly, without skimping on anything, and the new accessory system looks like a cool idea. Any plans for pinning to multiple bones? Or is it a form of skinning/shrinkwrapping to the model or bone envelopes themselves?
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PonyLumen In reply to Darksunrise957 [2014-03-15 15:58:44 +0000 UTC]
Double facepalm then. This isn't java either
Pinning to multiple bones? What do you mean ?
Btw, the bone system is a simple skinning, used in most of 3d video games, Blender, Maya, SFM, fbx, collada files, etc.
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Darksunrise957 In reply to PonyLumen [2014-03-16 07:31:25 +0000 UTC]
Well, at least in the page html that I glanced at, it appeared to be java. Ugh. I'm far too assumptive (is that even a word?) for my own good.
And I guess I was confusing... I meant I was wondering how the accessories would hold in relativity to the bones themselves, and how it would determine which bone it should best follow when posing, and if it would use some form of median determination between multiple bones if they were each viable candidates for the accessory's pinning, and this sentence has been running for far too long.
Anyways... All that I wanted to say was "brilliant work, and keep it up!" and now I've gone and made a mess of it.
Well, brilliant work, and keep it up, anyways!
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PonyLumen In reply to Darksunrise957 [2014-03-16 10:31:57 +0000 UTC]
The game is made in html5, javascript, and webgl. Javascript is not related to Java. They share the same name and both are programming languages, and that's all.
Non-deformable accessories are pinnedΒ to 1 joint.
Non-deformable accessories with jiggle bones are pinnedΒ to 1 joint, so no problem.
On the other hand, I made a automatic skinning algorithm in the past, where the body is skinned to 2 bones max. It was not perfect but it worked fine. I can share it if you're interested.Β
AccessoriesΒ will be automatically pinned to a default joint, and I'll let the users change it if they want to.
Thanks for the compliments ^^
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Darksunrise957 In reply to PonyLumen [2014-03-17 06:47:23 +0000 UTC]
Ah, thanks. I just like to know how the stuff behind the scenes works. XD
Helps you to appreciate it more. And, no thanks as to the script. I'm not familiar with those languages. I tend to use a mashup of C for practical applications.
I'm sorry to have bothered you with all this... just keep up with the awesome stuff, kay? XD
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PonyLumen In reply to Darksunrise957 [2014-03-17 12:14:30 +0000 UTC]
It's my pleasure :3
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