manyblinkinglights.bsky.social
@manyblinkinglights.bsky.social
Evolution of AnyTaur...
November 6, 2025 at 6:45 PM
DANCING... (feat. Voxian and Tau of the Sun)
November 1, 2025 at 6:11 AM
MMD Rescue Position, when the Humanoid hips tilt far enough that the rig would either fail to solve (old behavior, possibly resolved) or, well, start lookin' kind of ugly. Not anymore--instead, we ball.
October 31, 2025 at 3:53 AM
Problems. Not sure I'm going to do anything about the first one (crouched on a slope--don't), but the second one can maybe be fixed with bend goals for my VRIK guy.
October 29, 2025 at 7:33 PM
Proud to report that I have learned to stand WITH NUANCE.
October 28, 2025 at 6:37 AM
This half works though!
October 27, 2025 at 3:06 AM
Oh I'm SO mad right now, it's perfect in the emulator; you lower your Hips, the hind.hips go down half as much. But IN GAME your ass stays STANDING. >:V
October 27, 2025 at 1:52 AM
I DON'T UNDERSTAND HOW THIS WORKS AND I'M AFRAID TO FIND OUT. BUT. IT'S WORKING. CHECK IT OUT:
October 27, 2025 at 12:52 AM
Boiyoing.
October 26, 2025 at 6:01 PM
Working tirelessly in pursuit of gryphons that throw it back ever more effectively.
(I'm trying to figure out which bit of my rig to rotate as part of implementing a grounder, lol)
October 26, 2025 at 5:54 PM
What's annoying me is I thought I could staple the VRIK onto me more firmly than that... it gets its own hip tilt, I wanted it to fully inherit my hind hips rotation. Since it doesn't, hind foot placement is off by the difference between vrik and gryphon hind hip rotation. :/
October 23, 2025 at 12:53 AM
screeching. It WILL NOT LOOK LIKE THIS until the user SITS IN A STUPID CHAIR x_X SKREEEEEEEEEEEEEEEEEEEEEE 8V
October 21, 2025 at 12:28 AM
Experimenting with getting a non-IK wiggle... I think I'll have to try to get acceleration of the new physbone parameter >_< so that it steps properly when it, like, cracks the whip
October 21, 2025 at 12:10 AM
Having a layer with 0 opacity or not doesn't change the results :(
October 19, 2025 at 9:19 PM
How do I set the opacity to 0/how do I change shaders?
October 19, 2025 at 9:14 PM
Getting closer… I’m repurposing headpuppet!
October 1, 2025 at 4:48 AM
not quite there yet…
October 1, 2025 at 4:46 AM
HECK YEAH. There's some stuff on there I simply can't get down on this model, like bones and number of constraints, so Quest Medium it is!
September 30, 2025 at 4:09 AM
The Quest versions are set up alongside their corresponding PCVR companions. I also exported the Dark Tiger default albedo out from the Substance project, finally, for those who might like it but don't have Substance!
September 29, 2025 at 9:23 PM
Packaging project update up... POSTED
September 27, 2025 at 5:38 AM
hoooooooog getting closer. I am FAIRLY CERTAIN everything is ready to package up, but I don't want to be wrong about it, and I'm super sleepy. >_< I'll try to tie up loose ends today to make sure it's super ready for, like, tomorrow.
September 26, 2025 at 9:14 PM
my luscious baked bangle illumination... they're set up to glow steadily, but flare a little bit and cycle in hue when their audiolink band is active. So each song will create a realtime bangle rainbow unique to that moment. :V
September 25, 2025 at 11:06 PM
YMCA's at you aggressively

...Just use Final IK for this. I mean, I'm not going to. But Final IK is the correct solution for this. If I have anything less than full forearm and hand rotation at the neckbase, those constraints will frequently fail. It's too much motion... but I have no recourse. :/
September 16, 2025 at 7:36 PM
can you please try praying harder than that
September 16, 2025 at 7:15 PM
Okay, here's elbow-contraction-left blending between contracted and extended neck blendtrees, which are themselves driven by head pitch and yaw relative to chest...

the IDEA is to now get the neck BASE to be meaningfully constrained to forearm and hand, while your arm's extended. pray for me.
September 16, 2025 at 7:06 PM