Time to go watch Last of Us! It's Friday bitches! ✧。٩(ˊᗜˋ )و✧*。
25.04.2025 05:57 — 👍 0 🔁 0 💬 0 📌 0@technomantressval.bsky.social
Technical animator and rigging artist specializing in script tools and character rigs, looking for a studio job or contractual work She/Her/Hers ໒꒰ྀི´ ˘ ` ꒱ྀིა Views are my own. https://www.artstation.com/technomantress_val
Plus you get the immaculate Blender interface to workflow the keyframe placement and chops. I can't even imagine getting the time to script some tools to automate the workflow further. And its open source! I will always be an open source girly. ♡⸜(˶˃ ᵕ ˂˶)⸝♡
docs.blender.org/manual/en/la...
I have to say, Blender speed control fucks on After Effects time interpolation so fucking much. Like not even a comparison. The interpolation is so clean too compared, I remember using Twixtor in After Effects and getting the grossest results for generated frames.
revisionfx.com/products/twi...
My foreign server is down for maintenance so I couldn't work on my resume. My amv project files were offline'd tho so EZ. Been researching cadence and interpolation in Blender and finally getting a solid result in after-work time with the new workflow. ദ്ദി(˵ •̀ ᴗ - ˵ ) ✧
25.04.2025 05:43 — 👍 0 🔁 0 💬 1 📌 0A digitally hand drawn illustration of my self portrait portraying me as an anime girl with human anatomy, with purple and dark brown hair.
Self portrait study of an anime style with anatomy. I am hella starting by pulling from artists I like to get my feet off the ground. I wanna shade it, but have to manage work and living in America in 2025. (◞ ⸝⸝ ◟ )
21.04.2025 18:51 — 👍 2 🔁 0 💬 0 📌 0Thank you, Nico! Likewise! 💜 Glad I got to meet you. •ᴗ•
03.04.2025 04:34 — 👍 2 🔁 0 💬 1 📌 0I'll be a bit easier on myself than my bosses are though, but I'm allocating fucking time! I'll take another contract if things are still chill on the west coast by then.
03.04.2025 03:55 — 👍 2 🔁 0 💬 1 📌 0I can't wait for after. I plan to continue a 40 work week imposed on myself, of which I want to:
- Finish my blender rigging toolset
- Rig more than one rigs a day
- Animate for portfolio
- Visit Canadian game dev studios
- Apply to Tech Art jobs
My contract has been good to me. If I finish it, it will be a stepping stone for my career. It's taught me about working a full time corporate on-site job. It's taught me about game development and how testing exists in the workflow. Its taught me about myself, and how capable I am.
03.04.2025 03:49 — 👍 2 🔁 0 💬 1 📌 0I took a break during my entry level game dev contract (its not doing tech art). Also, I can't legally work on my contract and my tech art without jeopardizing the ownership of my work. I posted them to a private repository before my contract, they are dated. Also, work is just fucking exhausting.
03.04.2025 03:44 — 👍 4 🔁 0 💬 1 📌 0Once I finish the pass on reference_construct, I get to start development of a new tool. It will likely be mesh_chop or bone_roll. Depends how solid bone_construct is in actual implementation in a rigging workflow. I honestly need to try rigging something from the toolset so far. Until then.
02.01.2025 00:54 — 👍 0 🔁 0 💬 0 📌 0I know I already have worked through a lot, and can't wait to implement it. A lot more focus on me. On getting through the week feeling good. Strong relationships form naturally over time. I need to find ways to be independent socially and in work. Also, stand up for myself and not people please.
02.01.2025 00:51 — 👍 0 🔁 0 💬 1 📌 0I am gonna call it here. Sleep is the most important thing to me right now. Back to work tomorrow and I know I am going to crush it, as long as I get a good night's rest. My toolset will be here later. I got a lot of progress done this break. I know I will find ways to be more comfortable at work.
02.01.2025 00:49 — 👍 0 🔁 0 💬 1 📌 0A bone collection name is compared to an existing mapping and is configured when found.
Bones constructed from bone_construct in the viewport, with their armature in the outliner, and their associated bone collections in properties.
The function bone_construct finished in .0694 seconds, while the operator's function execute finished in .2219 seconds.
Finished pass of bone_construct. Fixed examination cascade for bone collection loops for tags. Creates and articulates bone based on cursor, parent, and tags. Tags are determined by user input. Clocking 0.2219 seconds for operator execution. (˶˃ ᵕ ˂˶)
02.01.2025 00:27 — 👍 1 🔁 0 💬 1 📌 0Took a short break to feed the itten and heat saucy nugs for myself. Implemented Bone() and cursor.get(Attributes.LOCATION).
01.01.2025 23:16 — 👍 0 🔁 0 💬 1 📌 0The Blender console prints three statements demonstrating the configuration of Python objects from contextual blend data, including armature, scene, and cursor.
Implemented Project.configure_ to configure the local variables for the active armature, scene, and cursor in the context of the blend file.
We access associated Python memory from three existing blend data objects for the function bone_construct. >ᴗ<
I'll start doing a pass over bone_construct as per the last transcriptions. I need to implement Enumerator subclasses, __init__ methods, function scene_scan(), and updated mapping configuration methods. ↜₍^ -༝-^₎
01.01.2025 21:31 — 👍 0 🔁 0 💬 1 📌 0Final transcription from Yesterday's session:
Scene_scan, scene_construct, and rig_construct are all passing preliminary tests.
The next step is finalizing this phase for bone_construct and reference_construct.
Last day of winter shutdown and no plans with family or friends so time to live-skeet my tool development. ( ◡̀_◡́)ᕤ
01.01.2025 21:04 — 👍 0 🔁 0 💬 1 📌 0Finally I updated my module description with my name and date, and added cute ascii art. Then added some ascii art to the reload modules print statements. ૮꒰ ˶• ༝ •˶꒱ა ♡⛧°. ⋆𓌹*♰*𓌺⋆. °⛧
16.12.2024 01:35 — 👍 1 🔁 1 💬 0 📌 0Implemented Project.assign() to solve assignment of individual blend data to "subclass.data" during mapping of the entire blend data in scene_scan(). Nice because I had made it for bone_collections assigning bones, but just added another if cascade and wrote assignment to "subclass.data".
16.12.2024 01:33 — 👍 0 🔁 0 💬 1 📌 0Found that I didn't even need to call the enumerator member's value because I could compare to the member itself, such as: if Types.ARMATURE == Types.ARMATURE:
16.12.2024 01:26 — 👍 0 🔁 0 💬 0 📌 0Ooh I learned how to make enumerators, (enumerator subclass members), and holy fuck they speed things up. Still implementing, but fully converted my nested if statements for scene_scan() and it felt like it went from .9s to .1s, with print statements on.
16.12.2024 01:22 — 👍 0 🔁 0 💬 1 📌 0type(self).__name__ with classes named after types implemented in place of depreciated class.type with hardcoded .type assignments. Used for the purpose of referencing the class type. For example, class Armature, producing string "Armature" from type(self).__name__.
16.12.2024 01:16 — 👍 0 🔁 0 💬 2 📌 0I meant to live-tweet my tech art studies on my time off yesterday, but forgot, so gonna put some of my notes and a what-I-can-remember summary while I'm background-watching "La Palma" with fam on Sunday Funday. (˶ᵔ ᵕ ᵔ˶)
16.12.2024 01:07 — 👍 0 🔁 0 💬 1 📌 0Werewolf transformation!! Vtube model WIP
The beautiful model art by @mandaamsbt.bsky.social
#Live2d #Wip
*I coded an operator.
21.11.2024 08:15 — 👍 0 🔁 0 💬 0 📌 0It's a lot like ls() from Maya.
21.11.2024 07:41 — 👍 0 🔁 0 💬 1 📌 0