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2018-06-30


[19:00] Anora Peart: Snake
[19:00] Stickman Ingmann: It's 7pm! Time to start!
[19:00]
Stickman Ingmann: Welcome to the office Roarbeast Office Hours. We hold these every two weeks to give people an update on our progress and ask questions.
[19:00]
Stickman Ingmann: Roarbeast is currently made up of Stickman Ingmann, myself, who focuses on scripts and animations. Also Maneframe, who is modeling and texturing.
[19:00]
Stickman Ingmann: The format for office hours is:
-A short presentation, often with pictures or demos.
-Q&A session.
-Refreshments
[19:00]
Stickman Ingmann: Please hold your questions until after the presentation, because I'll answer them and potentially lose my place.
[19:01]
Stickman Ingmann: Roarbeast's current project is a mesh dragon avatar. To aid with testing the pipeline, we're also making a simple and simple dinosaur avatar.
[19:01]
Stickman Ingmann: However, I also work on scripts for Water Horse. That's actually my primary source of income, and what is funding development of the dragon avatar. So I'm taking a couple weeks to get the next product for Tyrian finished before I continue with those. I know everyone's excited about the avatars, and I apologize for the delay. But as you can't pay for food using dragons as a currency, I have to pay for it uses horses.
[19:01]
Stickman Ingmann: So first let's talk about the dragon. Then I'll talk a little about the horse, and try to make it relevant and interesting.
[19:02]
Stickman Ingmann: One of the ear options we're making for the dragon is the fin.
[19:02]
Stickman Ingmann: Because the heads are a bit different in style, we're having to create a unique object for each of the heads. It's a little extra work, but it's turning out ok.
[19:03]
Stickman Ingmann: While there's some visible seams on the ears here, we'll be adapting them when we rework the polycount to be seamlessly attached, as best we're able.
[19:03]
Stickman Ingmann: For those that haven't seen, these are also the three head options that will be coming with the avatar by default.
[19:04] Stickman Ingmann: Another item we've worked on since the start of the month is what we call the "crown of horns." Lemme pull out the pictures.
[19:05]
Stickman Ingmann: I'm gonna let Maneframe talk about these. He's responsible for the concept art, and the models for these.
[19:05]
Stickman Ingmann: I'm going to be optimizing and unwrapping them once the horse project is out of the way.
[19:06]
Stickman Ingmann: But Maneframe stepped away for a second. So we're gonna have a little dead air.
[19:06]
Maneframe: Back! Sorry, I've got a bit of heartburn. My stomache has been upset for a couple days. Lemme talk about these
[19:06]
BekNos: hope you feel better soon, Mane
[19:07]
Maneframe: So these were one of our more favorite horn concepts that I went through, and I also figured it was a rather efficient one to make, since the different horn sets can be made as separate options to flip on and off, and I made them as such
[19:07]
Maneframe: So you can be really badass with a whole crown of em, or use little ones to accent something else
[19:07]
Maneframe: Or enable all the headdress parts and be a sauntering nightmare. If clipping is more your forte
[19:08]
Stickman Ingmann: (That's me. More spikes is better.)
[19:08]
Maneframe: awkward silences
[19:09]
Stickman Ingmann: Oh. Well just tell me you're ready to move on.
[19:09]
Maneframe: I think I'll be ready after another 10 minutes of silence
[19:09]
Stickman Ingmann: New pictures up top.
[19:09]
BekNos: Armor?
[19:09] Maneframe: Armor!
[19:09]
Navier: Sweet jesus look at all those faces!
[19:10]
Stickman Ingmann: They're just polygroups, not faces.
[19:10]
Malakar: omg. I have a mighty Need for those armor plates
[19:10]
Maneframe: So this is super WIP right now, so bear with me. Bare? Whatever
[19:10]
Stickman Ingmann: Bear.
[19:10]
Navier: bear
[19:10]
Maneframe: The left side is the polygroups Im working on. The right side is a quick mock of what'll happen with them
[19:11]
Maneframe: it's starting with those groups, I make panel loops, and then I'm going to move the scales around so that they overlap
[19:11]
Stickman Ingmann: Lemme see if I have the original concept art for this.
[19:11]
Maneframe: The hope is that we'll find a way to make each major row it's own swappable part, so that you can choose how much and where you want on you, or just be a hulking pangolin
[19:12]
Kanowyn: Mmm pangolins <3
[19:12]
Maneframe: The neck, body, and tail have all been.. painstakingly grouped
[19:12]
Malakar: hulking pangolin is definitely the best sort of dragon.
[19:12]
Maneframe: the limbs are going to have accenting scales
[19:12]
Navier: Yessss
[19:12]
BekNos: oh that's not armor you slip on but the actual SCALES.
[19:12]
Stickman Ingmann: The body armor on the left is the concept for this.
[19:13]
Maneframe: I am personally still unsure of how we're handling this on a technical level, and I'll leave it up to stick. I was thinking either separate low poly meshes, or each row to be it's ownn mesh with a bunch of normals
[19:13] Maneframe: yes!
[19:13]
Maneframe: Natural body armor
[19:14]
Stickman Ingmann: Did you have more?
[19:14]
BekNos: That is crazy detailed work, Mane
[19:15]
Maneframe: Nope
[19:15]
Maneframe: And yeah! It's been taking a while
[19:15]
Navier: I been not watching streams so I can get excited at theses meetings :>
[19:15]
Navier: :D
[19:15]
Stickman Ingmann: Ok, next step is me talking about the horse.
[19:15]
Maneframe: But I think It'll be worth it, and something most people will enjoy a lot
[19:15]
Stickman Ingmann: Water Horse is owned by Tyrian Slade, and she has me working on scripts for her avatars.
[19:16]
Stickman Ingmann: She's been using the Bento skeleton and some tricks to get a riding horse working. Using extra Bento bones to put together a horse under the avatar.
[19:16]
Stickman Ingmann: The downside is that you can't use the Bento bones for other things. But as long as you're a normal human avatar with no extras it works ok.
[19:16]
Stickman Ingmann: Linden Lab has announced the Animesh project. Which is basically an NPC. You take an object, say "this has a skeleton now," and then you can play animations on it.
[19:17]
Stickman Ingmann: In order to get rid of the issue with the Bento skeleton, the new riding horse that's animesh compatible will be a vehicle. So you can rez it, and it wanders around your property using pathfinding and nibbles on grass and stuff.
[19:17]
Lunaria Felisimo: That could mean something like a drider body could be workable
[19:17]
Stickman Ingmann: But then you sit on it, and it acts like a saddle. I'm actually using some old code for the Seawolf Gryphon saddle I never managed to finish to get it to run around.
[19:18]
Stickman Ingmann: Sorry, acts like a vehicle.
[19:18] Stickman Ingmann: Unfortunately, animesh is not live on this region, and Pathfinding is currently disabled. So I can't really show anything off. The vehicle code is also unfinished, but close, so I can't show that off, either.
[19:19]
Stickman Ingmann: But what I can say is that animesh, and this code I'm working on for Water Horse, could potentially allow for "pet" dragons in a similar fashion. As well as ridable pet dragons.
[19:19]
Stickman Ingmann: It's an idea for a future thing, at least. Don't expect it at release.
[19:19]
Anora Peart: oh nice
[19:20]
Malakar: i know some people who would kill for a rideable dragon that is on WH level, oh yes
[19:20]
Stickman Ingmann: The goal for the horse is to have it done before the end of next week. There may be some bug fixes after that, but I'll be able to focus on the dinosaur after that, which is the precursor to the dragon.
[19:20]
Stickman Ingmann: And that is everything I had to present. So we'll open the floor for questions.
[19:21]
BekNos: You mentioning Animesh; have they figured out how to keep it low land impact?
[19:22]
Anora Peart: any idea when animesh will be out?
[19:22]
Stickman Ingmann: To emulate animesh's capabilities, you'd use alpha swapping or a puppeterring system. Both of those can be very intensive, especially with regards to unexpected data transfer, and both suffer poorly from packet loss.
[19:23]
Stickman Ingmann: An animation is a self-contained file, rather than a couple dozen different position/size/opacity change requests every second.
[19:23]
Stickman Ingmann: So it should be less intensive than doing it using the existing methods.
[19:23]
BekNos: well when it was first mentioned, it was awful in LI. I was just curious if they fixed it
[19:24]
Stickman Ingmann: I don't know the land impact measurement that was being used. You're saying that setting an object to animesh drastically increased the land impact value?
[19:24]
Stickman Ingmann: I'm afraid I can't comment.
[19:24]
Stickman Ingmann: Don't know enough.
[19:24]
BekNos: okay
[19:25]
Navier: I wonder for puppeter things
[19:25]
BekNos: As for the armor... will it have an option to match the previous dragon? I have belly scutes and scales on the forarms and shins.
[19:25] BekNos: and fingers
[19:26]
Stickman Ingmann: Currently, we're planning on a few texture that can have unique normal maps. The body armor as listed here is an actual addition to the mesh. Something similar to the existing Seawolf Dragon could be done as an add-on if there's more interest.
[19:26]
Navier: could you make the animation be a animated texture instead physically swaping opacity.
[19:26]
Navier: puppetteer*
[19:26]
Maneframe: belly, forearms and shins all yes, but they'll be in the triangular style as seen. Fingers unplanned for the time being
[19:27]
Navier: script makes each animation trigger seperately and the texture animation just handles it for the rest of the time.
[19:27]
Navier: and every 5 minutes or so have it resync the animations
[19:27]
Navier: :P
[19:27]
Stickman Ingmann: Smart idea, Navier. But that has its own costs. You'd have to load several textures, and swap between them and the animation every time the animation changes.
[19:28]
Navier: this would be for non-changing animated things
[19:28]
Panther Maurer: i really like the armor concepts
[19:28]
Navier: like birds always flying
[19:28]
Navier: hover etc
[19:28]
Stickman Ingmann: Absolutely. For things that do their repetitive cycle.
[19:29] Navier: I am certain texture animations are 100 client side
[19:29] BekNos: they are
[19:29]
Navier: what I see vs Kanowyn will not be synced
[19:29]
BekNos: because it's based on how fast you can load it via your cache
[19:29]
Stickman Ingmann: This is a bit of a detour. If anyone has any dragon related questions, we could jump back on topic.
[19:29]
Anora Peart: yep
[19:29]
Navier: so if I wear it and kano logs in few minutes later. the object is gonna be flickering on and off as all animations will be going off at once
[19:29]
Navier: yeah sorry haha
[19:30]
Kanowyn: I see... Navi's bum.
[19:30]
BekNos: So something I forgot to ask before; the wings are SERIOUSLY massive on the dragon; I feel they're WAY to big. Will we have different scaled ones?
[19:30]
Stickman Ingmann: Animation caching is its own beast. Something SL doesn't really allow.
[19:30]
BekNos: cause if you go the animesh route... I don't think you can use the avatar sliders to change their size
[19:30]
BekNos: I could be wrong but I have no idea how that would work
[19:30]
Navier: Yes, diffidently after launch
[19:30]
Navier: if not on release
[19:31]
Stickman Ingmann: We're planning on having several different sizes of wings. Since the wings don't have to stick to the ground like hands, we shouldn't have to make any new animations. And since the wings are separate attachments, they'll be real easy to swap out, too.
[19:31]
Navier: they will make the wings look good I have complete confidence in Stickman. :>
[19:31]
Stickman Ingmann: The wings we've been showing publicly are planned as the largest size.
[19:31]
BekNos: okay, that makes sense. (≧ω≦)
[19:31]
BekNos: easier to scale down, than up
[19:32] BekNos: yeah those are so big. xD
[19:32]
Stickman Ingmann: Picture of the wing added to the left.
[19:32]
Maneframe: y u gotta b judgin my wings brah
[19:32]
Stickman Ingmann: Bigger is better, Becky.
[19:32]
Panther Maurer: big heavy body needs a bigger wing span?
[19:32]
BekNos: cause you could knock down a tree with that! x3
[19:32]
Anora Peart: I love my wings
[19:33]
Lupey Severine: .Of course they are judging, everyone judges
[19:33]
Kanowyn: But dragons are magic, yis.
[19:33]
Maneframe: ur mom judges
[19:33]
BekNos: and the empire state building and...
[19:33]
Lupey Severine: yes she does
[19:33]
Lunaria Felisimo: While more biologically feasible for lift, some would prefer smaller for cosmetic reasons
[19:33]
Panther Maurer: actually i do have a question about the dragon if i may, will they have a movement boost to fit their increased size?
[19:33]
Lupey Severine: I want rocket engines
[19:33]
BekNos: Yeah, what Lunaria said. heh
[19:33]
Stickman Ingmann: I'm all for biological realism. But customization and personal choice are also important.
[19:33]
Navier: oh god dragon commander vibes coming up.
[19:34]
Lunaria Felisimo: Myself included; I generally go 1.5 times total body length, as the proportion is pleasing for me x3
[19:34] Stickman Ingmann: Any other questions? If it gets lost in the noise, just ask it again.
[19:34]
BekNos: a speed boost in flight would be good too, SL is... very slow for a creature that size
[19:34]
Panther Maurer: [19:33] Panther Maurer: actually i do have a question about the dragon if i may, will they have a movement boost to fit their increased size?
[19:34]
Panther Maurer: nvm you got it
[19:34]
Stickman Ingmann: To get the animations working properly for different sizes, I'm planning on including a physics overrider. So changing those things in flight would be easy.
[19:35]
Panther Maurer: ok thats good :3
[19:35]
Panther Maurer: nothing like a giant moving at a snails pace
[19:35]
BekNos: right
[19:35]
Panther Maurer: sort of speaking
[19:35]
BekNos: the bigger the animal, the faster it should move
[19:35]
Stickman Ingmann: It's also one of the reasons the original Seawolf Dragon had such an interesting run animation.
[19:35]
BekNos: the hop. rofl
[19:35]
Panther Maurer: its one i have liked to use
[19:36]
Panther Maurer: i do love the sliding stop animation lol
[19:36]
BekNos: I love the animation and speed boost that Callak did with his AO
[19:36]
BekNos: Yes, I love the sliding animation, will you reinclude that? That was a nice little feature
[19:36] BekNos: DC's dragon does it
[19:37]
Stickman Ingmann: Seriously, though. To animate the Seawolf Dragon, I had a deformed skeleton I was working with. The feet did not match up to the ground evenly on the front or the back. And to get a lot of the animations working, I had to upload them frame-by-frame and test them against each other to actually get them to behave right without jittering. I'd break it in Blender so it was wrong, so it looked right when uploaded to SL.
[19:37]
BekNos: aaah deformers
[19:37]
BekNos: so glad we don't have to use those anymore
[19:37]
Navier: hope things are easier for you on this avatar stickman!
[19:37]
Panther Maurer: well i can say i love the outcome
[19:38]
Panther Maurer: you can tell a lot of hard work went into ti
[19:38]
Stickman Ingmann: I'm not actually that familiar with Callak's AO. I didn't play with it much. The dragon released during summer break at college.
[19:38]
BekNos: aaah
[19:38]
Stickman Ingmann: But I get the idea. And I've definitely thought about it. Run, slide, jump back to the actual avatar's position.
[19:38]
BekNos: I can show it to you if you'd like to see it after the office hour
[19:38]
Panther Maurer: id like to if i can :3
[19:39]
http://my.secondlife.com/[genetic.edition] baryonyx | [Genetic Edition] Baryonyx: Becky Nosferatu detached their Dawn Kingdoms dinosaur mesh!
[19:39]
Panther Maurer: i know the wyvern did not come with a rider system, are there plans to have one for this dragon?
[19:40]
Stickman Ingmann: I don't want to promise too much and then get myself stuck. I can see myself making a commercial saddle with a lot of features. In fact, there was a poll about that and most people wanted a fully featured saddle, rather than a freebie/simple one.
[19:40]
Anora Peart: mhm
[19:40] BekNos: I think I asked this before... but do you plan to leave the head unlocked for animations? As fun as it is to see the dragon's head move around, I prefer having my dragon look in the direction I am
[19:41]
Anora Peart: I agree whit BekNos
[19:41]
Navier: seawolf had it, wyvern had it and I am 110 sure mesh dragon will have it.
[19:41] Anora Peart: A toggle would be nice
[19:41]
Navier: freelook
[19:41]
BekNos: if he used a toggle, that would mean he'd have to animate the head/neck separately from the body.
[19:42]
Anora Peart: true
[19:42]
Stickman Ingmann: Some animations will require the head to be "locked." But for basic idle animations -- sitting, laying standing -- the head will totally be free. Having the head look around as you alt-cam at things is a very important feature.
[19:42]
Stickman Ingmann: It gives the avatar a lot of life.
[19:42]
BekNos: okay cool :D
[19:42]
BekNos: and yeah, I hate having the dragon's head just look around when you're looking at something.
[19:42]
Stickman Ingmann: I believe the Seawolf Dragon/gryphon had an option to stiffen the neck. It was intended to be used for customization purposes. I plan to include a posing stand with that feature.
[19:42]
Anora Peart: I hate that didn't mater were you looked whit the DC dragon the head would do its own thing
[19:42]
Navier: I love it
[19:43]
Navier: people love it when it spazzes out
[19:43]
BekNos: same
[19:43]
Panther Maurer: it is amusing to see XD
[19:43]
BekNos: NNNNNNNNNNNNNNNNNNNNNNNNNGH
[19:43]
BekNos: vibrates
[19:43]
Stickman Ingmann: I actually reported the head-spazzing as a bug. LL is like, "Yes, it's a bug, no we're not fixing it."
[19:43]
BekNos: It's one of those fun bugs though
[19:43]
Kanowyn: picks Becky up. "Hello?"
[19:43]
Panther Maurer: heh
[19:43]
BekNos: HAH
[19:43]
Navier: :>
[19:44]
Anora Peart: I found it to be a funny quirk as well
[19:44]
Lunaria Felisimo: Maybe having a freelook toggle like the TWI avs do?
[19:44]
BekNos: Do you remember the crouch bug? If you walked forward and back at the same time you just... disappeared from your spot
[19:44]
Stickman Ingmann: The crouch bug was amazing. You'd visibly teleport back and forth.
[19:44]
BekNos: some bugs can be entertaining, which actually leads me to the next question.
[19:44]
BekNos: right
[19:44]
Lunaria Felisimo: Oh gods, yes, vibrating off at an oblique angle XD
[19:44]
Lunaria Felisimo: That was a hilarious bug
[19:44]
BekNos: So you mentioned a... beta by chance?
[19:44]
Anora Peart: womp
[19:44]
BekNos: what are your plans on that?
[19:44]
Navier: BETA?
[19:45]
Navier: ALPHA?
[19:45]
Navier: WHEN?
[19:45]
Navier: :)
[19:45]
Anora Peart: yea there is going to be one last ai heard
[19:45]
Stickman Ingmann: Anyway, some people seem to want a stiff neck, instead of looking around. Is there a reason for that? My understanding is that would be for attaching things, or otherwise editing/customizing. Is there another purpose? Preference?
[19:45]
BekNos: preference, I'd think. Some people turn off the eye tracking too
[19:45]
Navier: heres the thing
[19:46]
BekNos: I know for sim officers, it's so they can't see what you're camming on, which... as a sim officer at one point, if I was looking at you, there was a good reason. :V
[19:46]
Stickman Ingmann: The beta will be limited availability and sold at full price. After the beta it upgrades into the retail avatar. I've found this gets me the best feedback about bugs and issues.
[19:46]
Natsuki: Unicorn O.O ♥
[19:46]
BekNos: so basically a "pre-order"
[19:46]
Navier: if you do not want your character to be *looking* somewhere you can disable freelook in your settings on viewer
[19:46]
BekNos: You're not going to have a limited amount of that, right?
[19:46]
Kanowyn: <.<
[19:46]
Navier: and firestorm allows you to "Hide/disable" youre lookat from appearing
[19:46]
BekNos: yeyess! it does
[19:46]
Navier: and you will not look around
[19:46]
Anora Peart: no discounts for those that have a seawolf
[19:47]
Panther Maurer: heres hoping i can get one to help test :3
[19:47]
Lunaria Felisimo: Having the ability to toggle off freelook can be nice for RP, since you might want to hav your av looking the way you're facing, instead of the head darting side to side with your mouse/camera
[19:47]
Navier: so really don't need stickman to script it
[19:47]
Navier: :>
[19:47]
Stickman Ingmann: Not really a pre-order. You'd have the thing in your hands, and a pre-order doesn't always do that. You buy it, no limitations except availability, and the fact it needs testing to find any bugs.
[19:47]
BekNos: oh I see.
[19:47]
Panther Maurer: so try to break it? ;p lol
[19:47]
BekNos: yep
[19:47]
Panther Maurer: joking of course XD
[19:47]
Maneframe: no, please do so
[19:47]
Maneframe: find the bugs
[19:47]
BekNos: basically we become the bug testers. Which, I'm good at breaking things. (≧ω≦)
[19:47]
Anora Peart: i have stuff for testing
[19:48]
Stickman Ingmann: I'll make a note about freelook. If nothing else a simple HUD and some animations can resolve that. Maybe better as a small freebie extra than something built into the avatar itself.
[19:48]
Navier: bug tasters!
[19:48]
Stickman Ingmann: Bugs are rich in protein.
[19:48]
Panther Maurer: hakuna matata
[19:48]
Panther Maurer: ;p
[19:48]
BekNos: I think it was Navier that mentioned it
[19:48]
BekNos: but does Seawolf owners get a discount?
[19:48]
Anora Peart: what about my Tata's
[19:48]
Navier: ehhh
[19:49]
Navier: stickman needs the dough!
[19:49]
Panther Maurer: er...reptiles dont usually havem? oωo
[19:49]
BekNos: perhaps a "loyalty discount?" :P
[19:49]
Panther Maurer: for me im ok paying full price
[19:49]
Panther Maurer: if it turns out anything like the wyvern
[19:49]
Panther Maurer: ♥ worth every penny
[19:49]
Anora Peart: I remember there being a discount for seawolf owners
[19:49]
BekNos: I'm okay paying for it if I have the money. lol
[19:49]
Navier: fullprice and then some.
[19:49]
Zhuramanandi O. Mishkralsuthra: Yes, it would be nice, but I am ok with full price as well
[19:50]
Zhuramanandi O. Mishkralsuthra: Have had this avvie fro over 10 years now.. really looking forward to this
[19:50]
Stickman Ingmann: Because this is a whole new avatar from the ground up, I'm not planning on giving discounts on it to existing owners. I'd like to, but it wouldn't be fair to the new artist I hired on. And there's no discount on development since it's all new stuff.
[19:50]
BekNos: if nothing else, I can buy the discount then throw the rest at Stick when I get it. :P
[19:50]
Stephin T. Dino-phin: I say full is justified as it is being rebuilt from the ground up
[19:50]
BekNos: alrighty
[19:50]
Lunaria Felisimo: I'm more leaning towards paying full? Since, after all, this a brand new av, not an update?
[19:50]
Maneframe: ;>>
[19:50]
BekNos: yeah it is a new av. Which I'm fine with.
[19:50]
Navier: discount is a bit no for something entirely new.
[19:50]
Anora Peart: ok i'm fine whit it
[19:50]
Stickman Ingmann: I appreciate you all offering your support like that. It means a lot.
[19:50]
Zhuramanandi O. Mishkralsuthra: What price range have you all in mind?
[19:51]
Zhuramanandi O. Mishkralsuthra: so I may prepare
[19:51]
Navier: one million dollars
[19:51]
Stephin T. Dino-phin: ᴴᵃᴴᵃ-ᴴᵃᴴᵃᴴᵃ
[19:51]
BekNos: hopefully by then I'll have my disability and can get it when it's released. And then I can give you a nice healthy tip or well. Buy it for friends. x3
[19:51]
Stickman Ingmann: Right now I'm poking at around L$5000. But I'll have a better idea when everything is done and in my hands. Right now a lot of things are still plans, not products.
[19:52]
Zhuramanandi O. Mishkralsuthra: ok.. tyvm
[19:52]
BekNos: Hey stick, will it be easier to animate the hands as wings than the wing bones? So it can fold realistically?
[19:52]
Navier: 20USD
[19:52]
Stickman Ingmann: If someone buys the avatar for one million dollars, I will make it free and open source.
[19:52]
Malakar: sounds like more than reasonable considering the stuff to be included
[19:52]
BekNos: rofl
[19:52]
Panther Maurer: i do like folding wings myself
[19:53]
Stickman Ingmann: Becky, I thought about swapping the wings and hands. But expressive, animated hands seem like a very important thing. I'd rather lose a little flexibility on the wings.
[19:53]
BekNos: I enjoy the tight folded wings of the seawolf, but I would like to see it stretch occasionally or shift.
[19:53]
Lunaria Felisimo: I think it was already said that they needed the hand bones for hand posing
[19:53]
Stickman Ingmann: For those that don't know, the Bento hands have bones for all the fingers. While the wing bone has like five bones in a row, plus a floating "flare" bone, and that's it.
[19:54]
Lunaria Felisimo: derps. It was just said again whoops. Pardon the heatfried fluffmonster <~>
[19:54]
BekNos: If you did it for animesh though? Or was that a guess?
[19:54]
BekNos: up in the air cause we don't know the release of Animesh
[19:54]
Panther Maurer: so they have much less flexability
[19:54]
BekNos: I donno, man, bento wings can look gorgeous
[19:54]
Stickman Ingmann: I've considered rerigging the wings to the hands as an animesh object and letting people attach that animesh object for beautifully animated wings, yes.
[19:54]
Zhuramanandi O. Mishkralsuthra: sounds like a plan
[19:54]
BekNos: I've seen some seriously nice bento wings
[19:55]
Stickman Ingmann: We've got about five minutes left. Anyone have a last minute question?
[19:55]
BekNos: EVolved; if you haven't check that out, do it
[19:55]
Lunaria Felisimo: That could be an accessory update if having animesh wings would hold back release from intended date
[19:55]
BekNos: their wings use the wing bones and they look fantastic
[19:55]
BekNos: The only thing I have to ask is if you plan to bento the hands, will you do multiple finger options?
[19:55]
Maneframe: When do I get my 72 crisp new dollar bills?
[19:55]
BekNos: like a 3 finger, 4, etc
[19:56]
Maneframe: Hell, when do I get my half of the Million?
[19:56]
Navier: I have something to say to everyone :>
[19:56]
Stickman Ingmann: Hah.
[19:56]
BekNos: cause Seawolf has 4 digits, but I've seen 4 fingers move well- which Mane's got an av with 4 digits
[19:56]
Stickman Ingmann: Hand options are a possibility. We're planning on having the hands be replaceable. Which means we can create new hands as add-ons.
[19:56]
Navier: go check Stickmans Patreon!
[19:56]
Navier: https://www.patreon.com/roarbeast
[19:56]
BekNos: oh good
[19:57]
Zhuramanandi O. Mishkralsuthra: bookmarking that one
[19:57]
BekNos: If you do make 4 digits, please make the pinky the ring finger, so we can wear rings
[19:57]
Stickman Ingmann: Yes, Roarbeast does have a Patreon. Feel free to toss us a couple bucks a month!
[19:57]
Zhuramanandi O. Mishkralsuthra: TG I got home in time for at lst part of this
[19:57]
Maneframe: It helps pay for me. I'm not a cheap date
[19:57]
BekNos: There is a ring finger attachment spot, which is the ring finger
[19:57]
Stickman Ingmann: We also have a Discord. And you can follow us on various social media sites because SL's group notices aren't too reliable. http://roarbeastsl.tumblr.com/post/85688415476/roarbeast-social-media-accounts
[19:57]
Stickman Ingmann: Thanks, Navier.
[19:58]
BekNos: but yes, that's all I got for now
[19:58]
Maneframe: https://discord.gg/HPYetS
[19:58]
BekNos: Appreciate the work you guys have so far, seriously, this is looking fantastic
[19:58]
Maneframe: <3
[19:58]
Stickman Ingmann: Thank you. I look forward to getting this is everyone's hands.
[19:58]
Panther Maurer: agreed
[19:58]
Maneframe: Me as well
[19:58]
Zhuramanandi O. Mishkralsuthra: Oh yes, and so longly anticipated
[19:58]
BekNos: SL will have a lot more dragons running around. lol
[19:58]
Stickman Ingmann: If you've been saving a question, now is the time to ask! We'll wrap up in just a couple minutes.
[19:59]
BekNos: You'll be offering the demo rig, right?
[19:59]
BekNos: er dummy
[19:59]
Zhuramanandi O. Mishkralsuthra: TG for that.. It's been a good while... Seawolf has always been top of the line, so to speak
[19:59]
BekNos: who wanted to see this run?
[19:59]
Panther Maurer: me
[20:00]
Kanowyn: I am also eager to know about the dummy rig, and the UV maps. I am hoping to have one of each soon-ish?
[20:01]
Zhuramanandi O. Mishkralsuthra: Oh.. just thoght of something.. One size for the avvie or are we to have more?
[20:01]
Stickman Ingmann: We will include a "devkit" so people can make custom accessories, parts, animations, and textures.
[20:01]
Zhuramanandi O. Mishkralsuthra: Oh good
[20:01]
Anora Peart: awsome stick
[20:01]
Anora Peart: I might get into 3d modeling just because of you
[20:01]
Stickman Ingmann: Show me the run. I am going to be leaving shortly.
[20:02]
Panther Maurer: thats a really nice run
[20:02]
BekNos: very cat like
[20:02]
Stickman Ingmann: Callak really did a nice job on that.
[20:02]
Navier: MEOW
[20:02]
BekNos: yeah
[20:02]
Navier: yes he did
[20:02]
BekNos: got a nice little stop too
[20:03]
Panther Maurer: ty for showing the run animation
[20:03]
BekNos: welcome
[20:03]
BekNos: alright, I'm gonna head out. Thanks for the updates you guys. It's seriously been awesome to see the progress
[20:03]
Stickman Ingmann: Thanks everyone for coming!
[20:03]
Panther Maurer: agreed
[20:03]
Stickman Ingmann: Next office hours will be in two weeks.
[20:03]
Panther Maurer: thank you for letting us be here
[20:03]
Anora Peart: ok
[20:03]
Stickman Ingmann: July 14th, it looks like.
[20:04]
Panther Maurer: im honestly exticed about thos
[20:04]
Panther Maurer: have been XD
[20:04]
Zhuramanandi O. Mishkralsuthra: ok.. very kewl..
[20:04]
BekNos: I try to make these every saturday cause I have so many questions that people usually don't think about. rofl
[20:04]
BekNos: take care everyone
[20:04]
Panther Maurer: you too!
[20:04]
Angtanakacha A. ShadowStrider: tc
[20:05]
Maneframe: I'm going to commit login seppuku
[20:05]
Zhuramanandi O. Mishkralsuthra: Namaste BekNos
[20:05]
Panther Maurer: snerks
[20:05]
BekNos: lol
[20:05]
Maneframe: stabs himsself with dishonor
[20:05]
Stickman Ingmann: Take care, everyone! See you next time.

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Page last modified on July 02, 2018, at 01:47 PM