We love you Daff, I hope you're okay, and thank you to your mother you're a hero
20.02.2026 10:09 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0@protowlf.bsky.social
indie game dev, formerly AAA https://protowlf.com/ | twitch partner http://twitch.tv/protowlf | Making a vtuber app https://kemorig.com | 3D Art | ๐ณ๏ธโ๐๐บ| He/Him | No NFTs / AI
We love you Daff, I hope you're okay, and thank you to your mother you're a hero
20.02.2026 10:09 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Its been a few years since I did any keyframe creature animation, so my most recent personal project has been exactly that :)
I referenced Daniel Fotheringhamโs quadruped blog quite a bit while learning his workflow, it was a lot of fun :)
Rig by Yang Xiao and Agora Community
Cadence is out now!
Make music by solving circuits. It took 13 years to figure how to do this well!
Beyond the puzzles:
๐โโฌ Pet Ren, the cat!
๐ Enjoy Ren's life philosophy (all text is skippable)
๐น Use the sandbox to make music
๐งฎ Or explore turing complete contraptions
Is this an acceptable level of precision for a Unity exporter?
11.02.2026 02:05 โ ๐ 49 ๐ 5 ๐ฌ 9 ๐ 0The free demo for Clover's Quadrants is now live on Steam!!! Link in the replies.
The demo has 21 select puzzles from the first three chapters. Expect about an hour of playtime.
Sculpt of an anthro canine head
Coffee break sculpt
05.02.2026 23:55 โ ๐ 41 ๐ 1 ๐ฌ 0 ๐ 0Just FBX.
If you're thinking of Godot, I'm testing 4.6 with the ufbx importer.
It's nice to once again look forward to engine updates instead of dread them ๐
05.02.2026 03:31 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0by the bane of my blade, a mighty spell is made and
far beyond the battle blood shall fall like a hard rain
Doing testing in Unreal, Unity, and Godot.
I've got workflows for all 3 now!
Unity hates Shape Key animations as custom props, and Godot flat-out can't import custom props. So I have a new mode where a dummy mesh is created for Shape Key anim exports.
This has turned into a massive feature ๐
This is so cool!
The end result looks fantastic
As promised: Faces! ๐ Here's a thread about some technical details for how stylized faces get made in Spirit Crossing. ๐งต
The game is inspired by media like Ghibli and BotW, but our faces are unique. There was lots of early discussion about face style & we landed on dot-eyes early...
man, I love Blender
03.02.2026 18:07 โ ๐ 182 ๐ 21 ๐ฌ 5 ๐ 0Thanks for the writeup! I really like the end result.
I have a burning question though: why start with metahuman, as opposed to a simple base mesh(es)? Was metahuman a win here?
TEARSCAPE LAUNCH TRAILER
OUT NOW ON STEAM
Little thread where I talk about subpixel animation and share some of my own resources I made to study it better.
This is a circle I rendered in blender slowly crawling up 2 pixels over the course of 17 frames.
I'm showing the aliased version first and I'm going to break down what's happening here
3d render of a realistic wolf skull sculpted in Nomad Sculpt
Wolf skull
Another nomad sculpt project
#nomadsculpt #3dart
I ported Super Monkey Ball to a website.
You can access it in the replies.
(or just type what you see in the video, I'm not your boss.)
Beware: when you have multiple active Armature modifiers, Blender WILL normalize their bones together.
If you do this be sure to only have 1 active at once when in Weight Paint mode.
You can also check what Blender thinks the current deform bones are. In Edit mode with a vertex selected, in the Item viewport menu, you can view weights of Vertex Groups filtered by Deform or Other. When you toggle an armature modifier, you'll see bones enter/leave the Deform filter.
26.01.2026 06:32 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Not 100% sure your needs, but I think there's a simpler way to accomplish this:
Weight Paint mode will normalize whatever Vertex Groups are currently influenced by an armature modifier.
You can make a new armature modifier with a different skeleton, and paint the weights with only it activated.
THE GAME IS OUT RIGHT NOW!!
The game is 10% OFF for a week to celebrate the launch!
I want to say thank you for all the kind messages and I am SUPER excited to watch the videos/streams of everyone trying it out ๐
store.steampowered.com/app/3963520/...
Cozy derg! For @draegonis.bsky.social!
Check it out on your PC browser: albazcythe.com/PoolYCH/drae...
Have you made stylized characters in Unreal and run into shadow issues with morph targets and physics?
New tutorial is up! Use Deformer Graphs to ignore morph target normals, or transfer normals between meshes (like a Blender Data Transfer modifier)
protowlf.com/unreal/unrea...
#unreal #ue5
a big chonky Growlmon pouncing on Cariboops in plain cream yellow background
A birthday gift drawing for @cariboops.bsky.social !
Growlmon asked me to draw this for Cari๐๐
Haha, I'm glad these posts are helpful! :D
22.01.2026 21:59 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0If you've never heard of Deformer Graph, it's a feature that lets you inject vertex shader code on a per-mesh basis.
The inability to ignore morph target normals has been a major issue for anime style characters in Unreal (as opposed to Unity). Finally you can fix it, and even do more!
Have you made stylized characters in Unreal and run into shadow issues with morph targets and physics?
New tutorial is up! Use Deformer Graphs to ignore morph target normals, or transfer normals between meshes (like a Blender Data Transfer modifier)
protowlf.com/unreal/unrea...
#unreal #ue5
Iโve added the script for Wake Up Dead Man to my site. This is the final shooting script, so it has stuff that was cut and moved around, which I always think is more interesting to see than a conformed cleaned up version. Enjoy! www.rian-johnson.com/screenplays
22.01.2026 02:23 โ ๐ 5660 ๐ 1192 ๐ฌ 95 ๐ 57When it comes time to dine with the council, I enjoy acquiring a new exotic transformation and demonstrating it at my estate.
I trigger it with a strong "tally-ho!" or the like.