@wololoaoe It's very useful. Essentially what they're doing is automating the process of creating a keyframe between two existing ones and moving it and moving it sideways in time. Essentially speeding up one half and slowing the other side between ("tween") of keyframes.
The youtube shows the technique pretty well but without a description it's a little confusing if you don't agonize over stuff like this. It's for making transitions realistic. Motion in the real world doesn't just smoothly move at a fixed speed between two points. Splining accounts for this a little by making curves instead of hard angles at keyfreames but there's acceleration and deceleration in movements that aren't accounted for with just simple splining.
Definitely the best available toon male we have. Could use more
Sounds interesting. What application does something like this have? I'm trying to think of something I'd use it for.
@Curtain / Jawssfm
Thanks, I'll take a look at that!
The reason I ask is because I added a "shirt up" bodygroup to the thicc Ruby model and after recompiling it I had some issues with the eye geometry so I was a little concerned that I might have similar issues from recompiling another skudd-based model. Probably my own fuckery, though lol
Jaws do you know if this model decompiles well with crowbar? Thinking about making some additional body groups.
I know this would be a huge PITA but it would rock to see some of the outfits have positions. Pulled down / aside, that kind of stuff.
How hard / much time did it take to port her into SFM? I assume it was an FBX in Blender?
PSA to everyone, while it ships with the valve 2-spine it will actually work with the 3-spine which is a lot better!
Shame about the lack of flexes
I probably like the the utilities you put out more than the models (which is saying something, I like the models a lot). Appreciate all the work you do for the community.