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Hello everyone!!!

This update focuses on refining Bonnie’s model, improving lighting for a clean cel shading result, and pushing forward multiple gameplay elements including explosions, missiles, movement, and overall scene integration inside Ero Tank.

The latest work is centered on polishing Bonnie’s model and lighting to achieve a consistent cel shading look without artifacts from any angle, while also expanding the environment and testing key gameplay elements like explosions, missiles, tank movement, and projectile systems. Everything is being prepared with integration in mind, especially for Unity, as we continue shaping a more cohesive and dynamic video experience.

We started by organizing and polishing Bonnie’s model.

A big part of this step was focused on lighting tests, making sure the model holds up from every angle without producing any artifacts. The goal here is a clean cel shading result, keeping that stylized animation look consistent as we move everything into Unity.

The environment layout was also expanded and refined.We adjusted the scene scale, optimized elements, and reorganized the layout so it allows camera rotation and movement more naturally. It already gives a much stronger sense of space, making the desert feel wider and more immersive.

We also worked on explosions, shockwaves, and post-impact smoke.The focus here was not just visual impact, but movement and style, aiming for an anime-like feel that matches the overall animation direction. This is still a test, but it gives a solid idea of how these effects will look in motion.

With explosions in place, missiles naturally became part of the process. This is an early animation test, exploring how they launch, travel, and connect with impacts in the scene.

Here’s a broader look combining movement, physics, and environment.This version is still in progress, especially because Bonnie won’t actually be riding a bike, but controlling a tank with bike-like handling. That distinction is important, and it’s driving a lot of the current adjustments.

We continued testing explosions along with rocket trails.One key idea here is separating motion blur between the character and the background to improve clarity. There are still things to refine, like explosion shaders and transparency, and Bonnie is not using the final shader yet since this is part of an ongoing test phase.

A challenge came up: defining how fast Bonnie should feel while moving. To support this, we’re planning a cut where the tank moves through the desert, rotating and firing. The goal is to make the motion feel natural, matching the weight and behavior of a real tank.

The idea is to transfer the tank’s movement into the “bike” control system.

There are some very aggressive turns happening across the dunes, so adjustments are needed. One of the decisions was to remove a second turn and instead turn it into a longer, more fluid drift.

We also tested a full preview of the tank in motion, and the result is already looking very strong.

Another animation pass focused on speed balancing.

Right now, the comparison works visually, but the tank should feel more tactical, while the bike-style control feels faster. So we’re adjusting both directions:

Refining the tank camera to avoid showing wheels

Increasing tank speed slightly

Reducing bike speed

Fixing moments where motion feels like it loses momentum

The key is immersion.

Even though it’s a heavier vehicle, it shouldn’t feel stiff. At the same time, not everything needs to move in parallel since we’ll be using different shots of Bonnie and the tank to build the final sequence.

Both currently follow the same trajectory, but the bike still needs adjustment.The plan is to better match speeds and refine both animations so they feel cohesive.

We also ran another test combining speed and explosions.

The tank projectiles are being developed as high-speed yellow energy shots.

They’re designed to stretch visually, creating an elongated aura effect as they move.

Since they move so fast, we’re testing them using motion paths.

This allows us to attach them to the bike controller and control direction, speed, and quantity more efficiently. The idea is to loop the motion to create the illusion of continuous fire, adjusting everything through modifiers.

In another test, the bullets started to take on a more stylized look, similar to what you’d expect from sci-fi energy shots.

That elongated shape was actually part of the original idea, and it’s getting closer to that direction. The main adjustment needed now is reducing the spacing between each shot.

With Bonnie and her vehicle together, things improved significantly.

Speed, impacts, missiles, movement, and projectiles are all working much better as a whole. There are still small details to polish, like adding more shots in areas where missiles aren’t present.

Overall, this pass brought a very satisfying result.

The scene feels more complete with all elements working together, and the progress this week was strong. Next step will be continuing with the bugs and expanding more gameplay elements.

We’ll keep pushing further on Ero Tank and BattleMaidens.

Thanks for all the support, more progress coming very soon!!👉 More exclusive content here:Ero-Tank Animation Test: Alien-Bugs, Visual Effects Testing, and Desert Scene ProgressPages 00, 06, and 10 - Lisa | Battle Maidens Comic (NSFW)Huntrix & Bonnie Update - Animation Improvements, Blonde Blazer Progress and Gameplay Tests (NSFW)

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