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What could be worse than being woken up from winter hibernation? Lickle plants usually hibernate during winter, but our friend here had nightmares and woke up. Unfortunately he couldn't go back into sleep-mode right away, so he decided to go and look for something fun. Luckily he spotted a pair of bare-bearfeet sticking out from the caves. Remember folks, it's never a good idea to wake up a bear from his winter slumber!

With this animation I'd like to wish you all a happy new year! In the next couple of days I'll share some still renders from this scene, then if all goes well, we'll move on to something new! :3

Download link:

https://drive.google.com/file/d/1tkRbKPflqGT8SX45iDY2vF9EJX1Srdbv/view?usp=sharing

Files

De-hibernation

Comments

ScapyPaws

Amazing animation, im curious about something tho, how do you get the shiny paws to work, im wanting to make something for a model of mine where the paws look like theyre oiled, and that would be exactly what I was imagining

WulfirArt

Are you using Blender? If yes, you just have to add a Principled BSDF shader to your material (usually it's added by default), pull the specular slider to max, and set the roughness to something low, and that's basically it. ^^

ScapyPaws

I do eventually wanna learn blender for fun reasons like this, tho rn im sticking closer to unity for vrchat avatars

WulfirArt

In Unity you can do it pretty much the same way. First, you create a new material, then set its specularity/glossiness to something high. After that you just have to drag and drop this newly created material on your GameObject. ^^

Psychonator17

Beautiful. Upside-down tickling combined with such oh-so wiggly toes always puts a smile on my face. All it needs is sound and laughter and it’d be perfect.

WulfirArt

Thanks, I'm glad you like it hehe :3. As for sfx, unfortunately I don't have the resources for that and I'm not a good voice actor either xD.

ScapyPaws

And you can do that for parts of the avi and not just the whole avatar all at once?

WulfirArt

Well it depends on how the mesh was originally exported. If you export a mesh from Blender with multiple different materials on it, it will appear in Unity as submeshes, and then you can individually apply the different materials in the Mesh Renderer component of the GameObject. So let's say that in Blender you applied a shiny material on the character's feet, and some other on the rest of its body. When you export it to Unity, there should be two material slots on it, one for the feet, and one for the rest. Then you drag the shiny material on the slot respective to the character's feet. ^^