manyblinkinglights.bsky.social
@manyblinkinglights.bsky.social
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
Getting closer… I’m repurposing headpuppet!
October 1, 2025 at 4:48 AM
not quite there yet…
October 1, 2025 at 4:46 AM
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
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