Pudding Smasher - Weekly Devlog (28/08/2026) part 2
More from Pudding Smasher
Pudding Smasher - Patreon Weekly Devlog (25/10/2026)
About This Title
Since Patreon now allows video uploads from NSFW content creators, we can also post our devlogs here for everyone to see!
We've been doing this for a long time in our Discord server, and we're glad we can finally post regular content here with no compromises.
Before we start, a quick introduction so everyone here can get up to speed on who's who:
I'm Smasher, the dev/animator/blabbermouth, and Pudding is the artist/Live2D rigger and animator.
CorrectionNSFW videos/pics still need to stay behind a paywall We'll keep posting the free devlogs for everyone on our Discord, but here this content is only allowed for paid members. Sorry about that
I was hoping to post the devlog yesterday, but things came up and I didn't have the time to write it properly.
Anyway, because last week was mostly preparation for the new release, most of the time was spent on last-minute fixes, preparing builds, and testing everything, so this devlog will be short (I think before actually writing it ).
On Pudding's side of things, she returned to working on Woolly's Live2D model.
Right now, she has already finished most of the belly work, so she'll gradually start working on the lower parts of the model.
On my side of things, after the release work and all, I've mostly been applying some custom tweaks to the Live2D component library for Unity, mainly to better support some custom import code for the project. More precisely: an attachment point system.
Live2D does not provide an out-of-the-box mechanism for a "point" that moves around with the character rig, so the system I came up with marks specific quad ArtMeshes in Live2D with an "attachment" tag.
Our custom import logic in Unity can then identify those ArtMeshes and, instead of creating normal renderable components for them, create our own behaviour that converts deformed mesh data into a coordinate.
We already had a similar ArtMesh → Coordinate system in the game, but it's far more complex: it requires tracking individual mesh vertices and performing a weighted average of their points to infer the position.
As you can imagine, that is very brittle, and it doesn't really give us proper control over the actual coordinate we want. The new method is much simpler: Here's a quad mesh → rig it as normal in Live2D → its center is the coordinate you want → ??? → profit.
And in the end, what is this for?Well, it provides a stable coordinate that we can use to programmatically "attach" things like:
new interaction triggers
external Live2D models as accessories
milk squirting particle systems 〜(꒪꒳꒪)〜
You know... important things
So yeah... this will be my adventure for the week, after my main job hours.The base logic is mostly done. It still needs a bit of testing, but overall it seems to be working within expectations.
Anyway, hope you guys enjoyed this first devlog!
As always, feel free to leave feedback and suggestions!Thank you all for your patience and support!
Since Patreon now allows video uploads from NSFW content creators, we can also post our devlogs here for everyone to see!
We've been doing this for a long time in our Discord server, and we're glad we can finally post regular content here with no compromises.
Before we start, a quick introduction so everyone here can get up to speed on who's who:
I'm Smasher, the dev/animator/blabbermouth, and Pudding is the artist/Live2D rigger and animator.
CorrectionNSFW videos/pics still need to stay behind a paywall We'll keep posting the free devlogs for everyone on our Discord, but here this content is only allowed for paid members. Sorry about that
I was hoping to post the devlog yesterday, but things came up and I didn't have the time to write it properly.
Anyway, because last week was mostly preparation for the new release, most of the time was spent on last-minute fixes, preparing builds, and testing everything, so this devlog will be short (I think before actually writing it ).
On Pudding's side of things, she returned to working on Woolly's Live2D model.
Right now, she has already finished most of the belly work, so she'll gradually start working on the lower parts of the model.
On my side of things, after the release work and all, I've mostly been applying some custom tweaks to the Live2D component library for Unity, mainly to better support some custom import code for the project. More precisely: an attachment point system.
Live2D does not provide an out-of-the-box mechanism for a "point" that moves around with the character rig, so the system I came up with marks specific quad ArtMeshes in Live2D with an "attachment" tag.
Our custom import logic in Unity can then identify those ArtMeshes and, instead of creating normal renderable components for them, create our own behaviour that converts deformed mesh data into a coordinate.
We already had a similar ArtMesh → Coordinate system in the game, but it's far more complex: it requires tracking individual mesh vertices and performing a weighted average of their points to infer the position.
As you can imagine, that is very brittle, and it doesn't really give us proper control over the actual coordinate we want. The new method is much simpler: Here's a quad mesh → rig it as normal in Live2D → its center is the coordinate you want → ??? → profit.
And in the end, what is this for?Well, it provides a stable coordinate that we can use to programmatically "attach" things like:
new interaction triggers
external Live2D models as accessories
milk squirting particle systems 〜(꒪꒳꒪)〜
You know... important things
So yeah... this will be my adventure for the week, after my main job hours.The base logic is mostly done. It still needs a bit of testing, but overall it seems to be working within expectations.
Anyway, hope you guys enjoyed this first devlog!
As always, feel free to leave feedback and suggestions!Thank you all for your patience and support!
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