SinisterSlick Games - Chapter 1 Part 3.5 Update

SinisterSlick Games - Chapter 1 Part 3.5 Update


infoAbout This Title

Hey everyone Welcome to the update

Script: 100%

Static Renders: 20%

Animations 35%

Animation Renders 15%

Code: 14%

Audio: 0%

H Scene SFX 0%

LucidVice

Over the last few weeks, I’ve been working on a major overhaul of my animation pipeline. Working with Daz’s native animation tools has always been a pain, mainly due to performance limitations that made it difficult to properly preview animations without lengthy test renders.

To improve this process, I’ve moved over to a separate program called Cascadeur. This allows me to view animations in real time, making it much easier to fine-tune movement, timing, and overall flow without having to constantly render just to see the full results. It also gives me access to additional tools such as physics-based adjustments, which have provided a noticeable improvement to the quality and realism of the final animations.

Some elements will still need to be handled within Daz, such as facial animations, but this process is much simpler since it mainly involves keyframing morph sliders rather than full-body animation.

Overall, I’m extremely happy with the results I’ve been getting from this new workflow. The transition wasn’t without its challenges, though. I ran into several issues with things like skeleton alignment, rotation problems, and getting animations to transfer correctly between programs. I won’t bore you with all the technical details, but after working through these problems, I now have a reliable process for bringing character animations into Daz without running into the same issues moving forward.

As part of this new pipeline, I’ve created five new animations, each with multiple looping points and smoother transitions between loops. This removes the need for noticeable jump cuts and should make animations feel much more natural and seamless in-game.

below are some test frames from some of these animations

Below is a preview of the very first animation I created using this new workflow. The video shows the raw animation only, without any facial or hair animation added yet.

Even at this stage, being able to preview the animation in real time has been a massive improvement. It makes it much easier to evaluate movement, adjust timing, and refine the overall quality before moving on to the final render.

The below animation won’t be included in the update, as it was mainly an initial test to get familiar with the program and practice using the tools. However, when we return to Jess’s storyline, I’ll refine it using everything I’ve learned over the past couple of weeks and incorporate the improved version into her content.

So far, Mako has seven animations completed, all featuring looping points and smooth transitions. Four of these have already been fully rendered and gone through post-production.

Sierra currently has two animations completed, with a couple more planned for her. I also have two solo animations planned for Willow. Two group scenes are already completed, with one more planned, and the final scene involving all three characters is nearly complete.

Overall, we’re currently looking at around 5,000 animation frames so far. Because of the scale of this scene, my main focus will be finishing and polishing these animations and the accompanying statics shots while Noctis works on completing the remaining scenes leading up to it, which primarily consist of static renders.

NoctisVex

As Lucid has stated above, my primary focus this update will be the static renders for the scenes. Below i have included some of the shots that I have made for the first scene, these shot are part of the story path where you chose to have some fun with Cassandra.

As with prior updates I will be responsible for adding the script to the game engine and the accompanying code. I have been made aware of some errors in the last update that have been fixed, and as time permits I will continue to go through the older scripts and the grammar and spelling.

We’ll have another update for you in two weeks, Until then, take care, everyone.

— SinisterSlick Team

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