How is everyone doing?
I wrote in my last post that my chest hurts like crazy, and I've been to the hospital to get some tests done.
The results showed nothing wrong with the test results.
Once the test was done, the pain was gone...
It's too riddle. (´・ω・`)
The doctor told me "If you've moved, isn't that stress or something?"
(´・ω・`) Looking back, I think I may have been a little nervous since I moved in April, due to my new environment and the current social situation. But lately I'm fine!
Also, this blog is currently being updated once a month, but
I think I'll try to update twice a month, as it feels a bit infrequent.
(My writing is slow and it's taking me quite a while to write, so consider that if I had to go back to updating once, it would have been hard...)
On Sale.
Currently, the previous work "Harem Trigger!!" is on sale for half price! DLsite sales page
DLsite is having summer sale, so other circles' works are also on sale. DLsite Summer Sale
I hope you'll take the opportunity to try out the work!
What game am I making?
→I'm making a 3D FPS game set in Edo (Old Japan).
→It's a naughty game for masochistic men.
→It is expected to be completed between 2020 and 2021 (it is still expected to take a long time).
I plan to update the blog once a month at the beginning of each month.
→I'll try to update twice a month for a while, early and middle of the month
The previous "Harem Trigger! is now on sale at various sales sites.
Trial versions are also available, so please try them out!
I can now change the facial expressions of the girl models.
I have been using paid materials for the girl models, but thankfully, there are about 60 different expressions included.
I needed to set up the 60 facial expressions in Blender (3DCG software) so that I could animate them.
If I move the little square in the picture, the girl's face will change.
There are many kinds of facial expressions, so I had no idea how to make them, but I ended up making them manually. (I thought about making a tool to make it easier, but I didn't know how to make that either...)
It was a lot of work, but in the end, I did my best to make it manually and it turned out to be the right thing to do! It worked properly.
(´・ω・`)b
Girl Animations
I was able to create the facial expressions and now that the long girl model setup was complete, I started to create the animation.
Running Animations
And the animation of fidgeting and fidgetings.
I made such and such.
She's so expressive, it's a nice touch.
(´・ω・`)b I'm looking forward to creating my own work!
The problem that arose.
It is not always a smooth process to create a work, and problems have arisen.
I was testing the animation when the player was caught by the girl, like the previous game.
(The animation for getting caught by a girl is called CQC.) It stands for 「ちょっと急に近いよ」(CyottoQuuniChikaiyo. "It's a little close fast!")
I made an animation in Blender (3DCG software) and converted it to be able to use in Unity (game engine), but the conversion is very slow...!
I used MayaLT as my 3DCG software in my last work. In MayaLT, the conversion is done in 5 minutes at the latest. But in Blender, it takes 40 minutes...
I created the animation conversion in Blender, converted it, checked it in Unity, and if there is a correction point, I went back to Blender, corrected it, converted it, and checked it in Unity, and repeated it many times.
I fell asleep for a bit when I realized it would take 40 minutes... w
I've been learning and setting up in Blender for a long time... and now I should get MayaLT again and set it up again for a month or so...
(´・ω・`) Oh, man, this is bad.
I thought it would be the worst. After messing around with my homemade tool, I was able to cut down the time from 40 minutes to 80 seconds!!!!
I was surprised even by myself. I didn't think it would be any faster than the conversion in MayaLT in the previous work...! It's going to be a lot easier to make an animation.
I was wondering whether I should write a countermeasure for this article or not, but I thought there might be someone who is suffering from the same problem.
It's a technical subject, so if you don't understand it, please go through it.
m(_ _ )m
~~~ From here ~~~
In my environment, the animation output from Blender is exported in FBX format. When I looked online, I found the same information about the slow import/export process of 3D models in Blender.
Since the import/export process is written in Python, an interpreter language, it seems that the issue is that it is not as fast as the compiler language. Unfortunately, I have not been able to find any specific measures on the internet.
I've found some ways to shorten the animation output time, and I'll describe them here. (I'll spare you the details of their implementation, as I'm not ready to publish them yet.)
In my environment, I'm making an animation of 4 characters animating at the same time in one blender file, and I'm implementing it by converting these 4 characters to FBX and playing them back on Unity at the same time.
The output of a 100-second animation took 10 minutes x 4 people. so 40 minutes of processing time.
The first solution was to start Blender in batch mode and convert all 4 characters at the same time.
It uses Windows Batch File and BlenderPytnon to convert one character in one process in Blender. It is implemented to run 4 of them simultaneously.
The conversion process for the four characters now takes a total of 10 minutes.
I predicted that Python probably wasn't going to be implemented in a way that would support multiple cores, so I prototyped it, and the results were greater than I had predicted, with the time remaining the same for four simultaneous operations.
The second solution is to remove unnecessary meshes and armatures
To output one of the four characters, I delete the other three before I convert them because they are not relevant to the animation.
It also removes meshes that are not needed for animation even within a single model. Meshes that don't include blendshape animations, such as clothing and hair, are not needed to animate in Unity. I didn't include them in the animation conversion, but what helped speed up the process was removing them, not disabling them in the output.
I have implemented a mesh and armature to be removed during batch processing that is first solution.
I was able to reduce the processing time from 10 minutes to 80 seconds.
(To be honest, it's hard to understand why non-animation related armatures and meshes cause such a large delay in processing time...)
==== Up to here ====
Summary
That's what I've been working on lately.
I know this is a short article, but I feel like a lot of time has been spent on optimizing Blender's animation conversion process... As a result, I was able to improve the work environment, so it will be more than enough time to make a change in the future.
How did you feel about the girl's animation, etc.? Let me know in the comments!
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Thank you for always many " Good! (★いいね!) " I am very motivated.
If you enjoy the article, please press " Good! (★いいね!) "
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いつも画面下部までお越しいただきありがとうございます。いつも沢山のイイね!コメントありがとうございます。とてもモチベーションになっております。
是非軽率にイイね!コメントよろしくおねがいしますm(_ _)m
Thank you for visiting the bottom of the screen. Thank you for a lot of Good! comments! It's very motivating.Feel free to Good and comments. m(_ _)m