Akin C. Dev

Akin C. Dev

@incrementis.bsky.social

NOTE: I don't condemn the use of AI, but rather how (much) it is used. I love and mod the Infinity Engine Games. Studied CS/Game Engineering. I rarely follow back(just put me on a list). GitHub: http://github.com/Incrementis

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I am currently working on a death worm in Blender for testing animation type 3000. I am very curious how things will turn out. Currently, the largest challenge is to make the splitting ground. This will take quite a while until I have found and made something fitting.

It seems part of the IE community decided to rebuild WeiDU,as the old one has some serious issues.It includes AI, but it seems it is kind of a mix as some people who are AI-critical want to contribute without it.So,AI is an option but not a necessity.Let's hope the best! github.com/The-Mod-Elep...

github.comGitHub - The-Mod-Elephant/weidu-rebuild: Rebuild of WeiduRebuild of Weidu. Contribute to The-Mod-Elephant/weidu-rebuild development by creating an account on GitHub.

In IWD (EE) the player will encounter a marilith, a snake demon with the upper body part of a woman. A very fascinating looking monster. Here is a small image of that creature and another one in a defeated pose in my current playthrough.

Akin C. Dev reposted

I'm so damn tempted to pull the trigger after getting the worm from Zero Parades (still playing that btw and loving it). Haven't played any of these in well over 10 years at this point

I finally made the ghost model into the game. As this is only for testing and learning regarding animation type E000 for IE Autospriter, it is, of course, not flawless. The surprising part for me this time was the number of bam files (268). Fortunately, the ini creator of my exporter helped a lot.

I like oldschool Dwarves. I always imagine them as grumpy but good-hearted kin. Here is a shameless self-promo for my IE classic dwarven voice mod. youtu.be/t1pVB-WKLhI

youtu.beIEEE Dwarven Voice ClassicYouTube video by Incrementis
Forgotten Realms Wiki@frwiki.bsky.social

36 Years Ago: Dwarves Deep was released. This 2e accessory focused on the dwarves of Faerûn. It explored dwarven magic, society, religion, settlements and history. #dnd #TBThursday #tbt forgottenrealms.fand...

Akin C. Dev reposted

Planescape: Torment: Enhanced Edition Patch 3.2 is now available on mobile and PC. This update brings in new languages, QOL improvements, mobile modding improvements, and much more. Beamdog will look into native controller support for PC in the future: www.rpgsite.net/news/21505-p...

I am working on the last weapon animation. In this case, it is the flail. I made a few when testing animation type 7000 in the past, so it worked smoother than expected. Here is a sample. It contains bone constraints to simulate the chain movement. It could have been done better, but it serves.

Akin C. Dev@incrementis.bsky.social

Finished animations for 5 weapons. 5 more to go.

Finished animations for 5 weapons. 5 more to go.

Akin C. Dev@incrementis.bsky.social

Rigging&animation for the ghost are done.Now the individual weapon animation per action needs to be done.Finished the sword animation.It is fun to come up with animations on the fly. It is a lot of work,but not as much as in the past due to a lack of basic knowledge (at least not all the time).

Nate Young,a musician who I mentioned here on Bluesky&shared his work on YouTube,has released another piece of music.He also shares them on the G3 forums.There is also another new piece of music from him.Stuff like this in the IE community makes it more alive. www.gibberlings3.net/forums/topic...

gibberlings3.netMusical fanfiction..? (instrumental prog metal, no seriously)Edit: first 3(!!) tracks finished, see my most recent post. It sounds like a joke but that was literally the premise for this project - my wife is a fanfic author and I decided I would try to do the s...

Rigging&animation for the ghost are done.Now the individual weapon animation per action needs to be done.Finished the sword animation.It is fun to come up with animations on the fly. It is a lot of work,but not as much as in the past due to a lack of basic knowledge (at least not all the time).

Akin C. Dev@incrementis.bsky.social

All weapons are modeled. The next step is rigging and animation.

Akin C. Dev reposted

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All weapons are modeled. The next step is rigging and animation.

Akin C. Dev@incrementis.bsky.social

I have finished the sword, dagger, bow, and mace for the ghost model to wield so far. The full weapon set consists of 10, so there are six to go. Modeling in Blender feels like character creation on steroids.

I have finished the sword, dagger, bow, and mace for the ghost model to wield so far. The full weapon set consists of 10, so there are six to go. Modeling in Blender feels like character creation on steroids.

Akin C. Dev@incrementis.bsky.social

Good evening, The body is also theoretically done, as I have no clue how well the rigging and animation will turn out.That said, I am not quite sure if the arms will be kept.This will replace the E000 Ghost animation for testing IE Autospriter. But before that, all the weapons need to be done, too.

Good evening, The body is also theoretically done, as I have no clue how well the rigging and animation will turn out.That said, I am not quite sure if the arms will be kept.This will replace the E000 Ghost animation for testing IE Autospriter. But before that, all the weapons need to be done, too.

Akin C. Dev@incrementis.bsky.social

Alright, I made the eyes. It is not the absolute final version, but one I can live with and like. The creature is not a demilich. The right image is the rendered version, just to see what it would look like at a 45° camera angle and in-game. The next part will be its body.

Alright, I made the eyes. It is not the absolute final version, but one I can live with and like. The creature is not a demilich. The right image is the rendered version, just to see what it would look like at a 45° camera angle and in-game. The next part will be its body.

Akin C. Dev@incrementis.bsky.social

Good evening, today, I finished the jaw of the creature. Next, I will model the eyes. I think animated, maybe glowing eyes could fit as the next step. We'll see.

Good evening, today, I finished the jaw of the creature. Next, I will model the eyes. I think animated, maybe glowing eyes could fit as the next step. We'll see.

Akin C. Dev@incrementis.bsky.social

Good morning, I am currently working on this right now in Blender for animation type E000. I am not yet telling what creature it will replace for testing. It follows an idea and not a concept. The fun part is everything is allowed as long as it looks cool. Super curious how it will turn out.

Good morning, I am currently working on this right now in Blender for animation type E000. I am not yet telling what creature it will replace for testing. It follows an idea and not a concept. The fun part is everything is allowed as long as it looks cool. Super curious how it will turn out.

PART1/X Another animation test. This time, it is the animation type A000 for IE Autospriter. The video shows a self-made tunnel worm. For testing, the player character was polymorphed into one. This is the reason why the voice set is mixed. The result is better than I expected.

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PART3/X Because of past experience regarding light and how significantly important it is, I set the lights in all cardinal directions. Those lights are parented to the head and are allowed to illuminate only specific body parts.

PART4/ The end result is that the model looks very much like the one in Blender in detail, especially for color swapping. This was also the case with smaller resolutions like 256×256. I think with professional skills, very satisfying results may be achieved.

PART1/X Another animation test. This time, it is the animation type A000 for IE Autospriter. The video shows a self-made tunnel worm. For testing, the player character was polymorphed into one. This is the reason why the voice set is mixed. The result is better than I expected.

PART2/X Type A000 animation allows color swapping. To see how good the end result can be with sculpting, the head and back of the worm were sculpted using my absolute beginner sculpting skills.

I am currently working on a tunnel worm in Blender to test animation type A000. It will feature color swapping, but I will share more once I am done. I wish you a good night!