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Character Rigging Progress!

I've finished rigging up all of the base characters for A Very Full House! That means they're all set up for motion in the same way as the main character is in the demo. I'll have a demo .gif of that up in the next few days to show how much life that breathes into the visuals of the game.

I've learned a lot rigging up all six characters, and I already see a bunch of ways I can make things faster and better in the future. One thing I've learned is how important a good naming scheme is. All of the expressions and motions produced by Live2D can be easily moved over to another model if that model uses the correctly named parameters. Missing parameters are ignored, and there's no way (that I know of) to remap one parameter to another, so if they don't match you need to make an entirely new motion/expression to go with that list of parameters. When I have to rig up new character poses I will be starting with a master list of parameters and making sure all characters follow those lists.

Next I need to get these newly rigged characters integrated into Unity, which will be the first real test of a bunch of code I've written that should make it as simple as dropping in the new model files. If that goes to plan and doesn't require a bunch of work I'm going to start thinking about character movement and building out an actual game instead of just a visual novel!


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