Home Creators Posts Import Register Favorites Logout

Content

Dear Patrons,

For those of you wondering how production is made, this post is for you. Specifically, animations.

Now just to help you understand how stressful and painful this topic has been to me, my stomach churned simply by typing the word "animations". I have not yet gotten to the state of seeing nightmares about them, but I promise you I am not far!

The reason why this production phase is so challenging is multi-faceted. First and foremost, we render statics in Daz, and animations in Blender. That in and of itself makes things very challenging, as we need to export scenes, which very often does not go smoothly, animate in blender, simulate (hair, boobs or any other parts), fix skin textures and lights which are very different in Blender, come as close as possible to our lights in Daz, and then render. And in-between those steps, about 5 things will go wrong, that will cause big delays. So why do we then animate in Blender, and not in Daz?

The reason is quality. Blender allows you to create significantly more polished animations, with a lot of details that are very difficult to create on Daz. On our quest to increase quality as much as possible, this is the price we have been paying thusfar. On top of that, we don't have only one animator on the team, there is a number of people helping me on this and coordinating them is a challenge as well.

I hope the above gave you a glimpse into our animations production and if that's something you like, I can happily share more similar posts in the future. And as we are on the "behind the scenes" topic, I can happily inform you there is a new writer on board In-Security, watch out for the next post ;)

As always, thank you for the support over the last year, without you this game would have never reached it's 11th episode.

V, the Baker ♥

PS: We are less than 2 months away from our Steam Release!!! I count on your positive reviews on the day of the launch, as this will help a ton ♥

Files

Comments

No comments found for this post.