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no, fox, what are you doing, the last thing you need is more stimulation

did this for @qdot around 2014? ish?

The big problem with the DS9 union episode is ... (spoilers for that episode's ending) 

... Quark agrees to all the union's demands on the condition they not unionize, which as anyone who's ever been part of an organizing committee will tell you is a big no-no. No negotiation of demands without recognition first.

little bit of advertising, but the cutting room floor (a website i run) acquired a snes prototype version of puggsy, which ended up unreleased

we'll be doing a release stream of it on friday at 5 pm pacific.

more details on the dumb bird website:

(I ended up having to compromise on the shell bending, it'd either have required me to re-add that extra geometry I took out and disconnect it at the waist or be OK with a lot more distortion on the front half)

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Early days for this model (some world shaders display in front of it, I think because I'm using a Quest material on PC) and WMR tracking makes me move like a gremlin, -but- it's still fully functional with moving fingers at 4,998 triangles (pics by

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(I pressed it, of course, though I can't help but feel protective of this thing I've spent a few dozen hours assembling)

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Easily the most ominous part so far of this process of morphing a cube into a reptile was the bit (in the Cats Blender plugin, a great little addon) where the tutorial encouraged pressing a button labeled "Fix Model" that does a bunch of operations all at once

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(Animation-friendliness update, shoulder topology was a total mess; the polycount wiki was a lifesaver, but it's a process of trial and error that required repetitive pose testing to figure out. Also, I've completely lost track of my work hours, whoops~)

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I'm at the point in the 3D modeling process where changes start coming in smaller and smaller increments, which means I should probably finally venture into uncharted territory by setting up eye/mouth vertex groups/blendshapes and importing this MFer into Unity

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hello! I haven't really been active on publicly-facing socials for quite a while, so here's some clover patch notes for 2022:
-turns out I'm trans! (wow!)
-been getting really into werewolves (as like a metaphor for being trans) (but also werewolves)
-moonlighting as a very tall wolf gal in VR
-trying to get and stay fit 💪

Stream/self-promo :damngood: 

In one hour (1:00 PM PDT) I'll be continuing to stream my playthrough of Jimmy & The Pulsating Mass! I've also recreated my previous stream configuration and (hopefully) ironed out last week's tech issues with the game itself:

It's been a while since I've played any game that has enemies patrolling an area repeating barks like "heh heh! why don't ya come out, pal? I'll kill ya nice and quick!" and it's been nice, honestly

masto tips for new users 

save the ammo for your powerful weapons until you really need to use them. you don't want to be short on energy cells when you come across a cyberdemon

I've decided there'll be a second (PC-only) version of this with a larger polygon budget, I want to sculpt a higher-quality shell and include an open puffy vest with pins on the chest

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(Divergence from the original design, also: I've tried to separate the shell from the lower torso enough to make twisting at the hip plausible. If I have to bring it up even further I'll completely understand why)

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Fully enclosed, I can't wait to find out how many concessions I'll have to make to make this properly animation-friendly

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The Odyssey+ is still treating me well, also, despite its two-camera inside-out tracking; it's annoying having to hold my hands up for the headset to maintain controller visibility, but that's only an issue when I'm socializing in VRChat meetups and trying to look casual

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Part of it was a brief solo tour of some VRChat avatar worlds, a couple of which were pretty clearly made by people who live and breathe everything Undertale; seeing enthusiasm on that level realized as an explorable 3D space will always be charming for me

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