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Hello once more, everyone! As usual, it's dangerously late as I post this (2:31AM right now) - but I'm sure you're all used to that by now.

Things are a bit behind schedule, but it's nothing too cataclysmic. My schedule slipped a day, and then it turned out that detailing the sex sequence needed more time than I originally projected. Mostly because I ended up splitting the detailing pass into two parts: narrative detail, and then jitter detail.

During the process of the narrative detailing, I accidentally devised a way to apply layers to animations. This actually ends up saving me a tremendous amount of time with not only detailing this short, but for all videos in the future. While it ended up costing me about a third of a day as I experimented with it, it's already saved me several times more hours than it cost me, and a metric fuckton of headaches to boot.

Today's preview picture is actually a demonstration of that layer system. Right now it's really jank and homebrew, but I am hoping to build a proper tool for while I take holiday at the end of January. I'll save you the details of how it works, and just leave it at "it makes it super easy for me to add unique animation on top of animation loops." I don't want to go into how arduous it was to do that with all of the previous videos. There's a reason the sex sequences always take the longest, and that's a big chunk of it (the other big chunk being lip-syncing all of the sex sounds).

BUT! That's all over and done with now. All of the lip-syncing and narrative detailing is done for the sex sequence. All that's left now is finalizing the lighting, animating the camera, expression animation, and jittering detail. So while my original goal of having this last sequence rendering out tonight was missed, I should have it all done and ready to render by Monday.

As such, I am now putting the release tentatively at November 20 for early-access, and November 25 for public 720p and exclusive 2160p.

The upshot of all of this is my sound designer was feeling the crunch, and has graciously taken the extra days to go back and polish up some of the bits he rushed to try and get the audio to me today. I've now given him till the 18th, which is when I expect to have everything rendered out finally. That gives me 2 days to edit - or more accurately, 1.75 days for things to go off-schedule and a hectic 6 hours editing everything the day of release. It's how every other video this year has gone. I don't expect this one to break the mold.

But it's almost done! Thank God for that.

Then I basically immediately launch into preproduction for December's short. That will be fun. Need to organize scenebuilds, finish the DazV5 standard, build 2 new character models, and actually write the screenplay. All in the 10 days between the early-access release and the start of December.

But that's my cross to bear. I made this god-awful schedule for myself. And this is why I am changing 2020 to be two months per short, rather than one. Since the fuckers end up taking two months anyways.

That's all for now! The next post you all see on this project better be the early-access release. And remember that the project's name is No Gods, No Kings - so look for the post under that name, rather than "BAS Liz Short".

See you then, everyone!

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