Beyond Dev - Tyler Walker (@realBeyondDev) header
Beyond Dev - Tyler Walker (@realBeyondDev) profile picture

Head of 3D and Avatars for @join_hallway. MHA Beyond Creator. Comms Open. https://xitter.gq/t.co/V9nmsahnLW

Joined December 2016
Photo by Beyond Dev - Tyler Walker (@realBeyondDev)Photo by Beyond Dev - Tyler Walker (@realBeyondDev)Photo by Beyond Dev - Tyler Walker (@realBeyondDev)Photo by Beyond Dev - Tyler Walker (@realBeyondDev)Photo by Beyond Dev - Tyler Walker (@realBeyondDev)Photo by Beyond Dev - Tyler Walker (@realBeyondDev)Photo by Beyond Dev - Tyler Walker (@realBeyondDev)Photo by Beyond Dev - Tyler Walker (@realBeyondDev)Photo by Beyond Dev - Tyler Walker (@realBeyondDev)Photo by Beyond Dev - Tyler Walker (@realBeyondDev)
Beyond Dev - Tyler Walker retweeted
I just finished working on an improved version of this literally last night! Main difference is that mine preserves mesh volume instead of flattening, so shaders that rely on Raycast or Curvature aren't affected. You can also use vertex groups to control where the effect blends
We're finally launching our studio's Flattice tool for Blender! Create more appealing anime faces at extreme angles with our production-tested, easy to use addon. Available now on Gumroad and Superhive! ⬇️ #b3d #blender #blendertutorial #blenderaddon #indieanimation
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Beyond Dev - Tyler Walker retweeted
We're finally launching our studio's Flattice tool for Blender! Create more appealing anime faces at extreme angles with our production-tested, easy to use addon. Available now on Gumroad and Superhive! ⬇️ #b3d #blender #blendertutorial #blenderaddon #indieanimation
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Beyond Dev - Tyler Walker retweeted
Update: was told the rotation was flipped so I quickly updated that
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Beyond Dev - Tyler Walker retweeted
Saw this back then and I thought it was interesting. I had a couple of theories on how to do that, and I tested them using the Mania Sonic test project I did previously. After some trials, here's the result. Had to fill in some frames, but I guess it worked out in the end 👍
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Beyond Dev - Tyler Walker retweeted
Experimenting with Camkeys!
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Beyond Dev - Tyler Walker retweeted
[Auto-Rig Pro update log 3.79.10] Facial upgrade. - "Squishy Lips" in option, simulating vertical compression/stretching when moving the lips corners. - Nostrils controllers in option. Follow amount can be adjusted in "Rig Main Properties" - Eyelid corners are now optional - Rig Tools: Snap Child Of, Snap Pole: Revamped the UI for better ergonomics, show constraints as expanded menu instead of a dropdown for fewer clicks. In case of numerous constraints, switch back to dropdown list. - Skin: Heat Maps: When binding only selected vertices, "Split Parts" is now only performed on selected vertices, leading to drastic speedup on complex meshes - Export: Presets: Allow presets storage in current blend file as well
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Beyond Dev - Tyler Walker retweeted
WARUDO Color Studio 0.1.1公開! 選び方の切り替えを追加し、差し替えたパーツの選択、ロックしたPoiyomiの色、ブラシとグラデーションの問題を修正しました。 ■ 選び方を切り替え パーツをオンにすると出る「これだけ/同じ素材/オブジェクトごと」で、名前・シェーダー・絵(テクスチャ)が同じ素材の所や、クリックしたメッシュのすぐ上のオブジェクト(例: 前髪・横髪・後ろ髪をまとめた髪)の下のパーツをまとめて選べます。選んだあとに押すと、選んだものそれぞれから広げます。 「すべて/キャラ/背景/小物」でクリックで選べるものを決められます。メニューのパネルを閉じている間は、クリックしても選ばれません。 ■ 差し替えたパーツも選べる 髪や服を差し替えたり付け足したりした後も、そのパーツをクリックして選べます。モデルを差し替えると、そのモデルだけ自動で読み直します。 ■ 同じ絵を使うパーツも一緒に 髪と同じ絵(テクスチャ)を使うパーツ(ステンシル前髪、まつ毛など)があると、色カードに「同じ絵を使うパーツも一緒に変える」ボタンが出ます(10パーツまで)。 ■ ロックしたPoiyomiの色を修正 ロック(Locked)したPoiyomiマテリアルで色が二重にかかる問題を直しました。 ■ ブラシ・グラデーション・保存を修正 対称塗りが反対側のパーツまで塗り、結合された(静的バッチング)背景でもブラシが描けます。部分/ピースで選んだ所の表示は、キャラが動いても付いたままになります。 シーン保存やアセットをオフにしたときに、保存前のブラシのレイヤーが消えることがある問題も直しました。 ■ シェーダーファイルの案内 シェーダーファイルが見つからない・読めないときは原因ごとに案内が出て、10秒おきに再試行します。後から読めたら保存した色が戻ります。 Built-in Render Pipeline/URP(NiloToon)対応 ZIPのPlaygroundフォルダとWarudoColorStudioフォルダをStreamingAssetsに貼り付けると更新できます。プリセット(presets.json)は更新で上書きされません。
🎨 WARUDO Color Studio 0.1.0 출시! 머리색 하나 바꾸려고 Unity 열고, 텍스처 고치고, 다시 내보내고… 이제 그럴 필요 없어요. Unity 전처리 없이, WARUDO 안에서 바로 원하는 색으로 쉽게 꾸며요. ✔ 누르면 골라져요 게임 화면에서 바꾸고 싶은 곳을 누르고 색을 고르면 그 자리에서 바뀌어요. 머리・옷・소품은 물론 배경 벽까지 바꿀 수 있어요. ✔ 이렇게 꾸밀 수 있어요 ・색 바꾸기: 색상환, 기본 색 10개, 즐겨찾기, 원래 무늬를 살린 색 입히기 ・붓: 원하는 부분만 칠해서 브릿지 넣기 ・레이어 색: lilToon・MingToon・NiloToon 레이어는 메인과 따로 ・꾸미기: 빛, 반짝임, 색조 회전, 그라데이션 ✔ 방송 중에도 바로 프리셋으로 모습을 저장하고 한 번에 전환해요. 전환 시간(초), 자동으로 바꾸기도 돼요. 블루프린트 노드(Switch Color Preset, Color Flow)를 스트림덱・단축키・채팅 이벤트에 연결할 수 있어요. 게임창 메뉴를 끄면 방송 화면에는 안 보여요. ✔ 원본은 그대로 원본 모델・텍스처 파일은 건드리지 않아요. 에셋을 끄면 원래 색으로 돌아와요. ✔ 대부분의 캐릭터・배경에서 OK 캐릭터 셰이더는 lilToon・NiloToon・MingToon 지원. WARUDO 무료 배경을 포함해 대부분의 배경・소품에 쓸 수 있어요. (모든 조합의 호환은 보장하지 않아요) 📦 설치는 ZIP 속 폴더 두 개를 WARUDO의 StreamingAssets 폴더에 붙여 넣으면 끝! WARUDO 0.14.3 / Built-in・URP / 화면 언어 한국어・English・日本語 #WARUDO #와루도 #VTuber
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Beyond Dev - Tyler Walker retweeted
I was lucky enough to be approached by @Wuthering_Waves to analyse the official 3D model for Hsin, one of the new playable characters! I broke down the model to see how it works, looking at custom normals, SDF shading, outlines, shape keys and more! youtube.com/watch?v=ikn2o6Th…
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Beyond Dev - Tyler Walker retweeted
I did not realize that Blender normal edit modifier has been skipping radial normal edit when exported to VRM1. So I added VRM export hook today to fixed it 😅 (left - before fix, right - after fix) #VRM #Blender #b3d
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Beyond Dev - Tyler Walker retweeted
wow
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Beyond Dev - Tyler Walker retweeted
aVersion_Lines is out! Draw lines from any data, not only geometry. Screen-space Jump Flood line art in Blender 5.2's Compositor. Draw lines from Depth, Normals, or Custom Color IDs. Store: aversionofreality.gumroad.co… Guide: youtu.be/Ejzm687bvzA Docs: aversionofreality.github.io/…
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Beyond Dev - Tyler Walker retweeted
Guess who's finally getting around to dragging herself out of the grave~ Looks like my repawn timer's set a little longer than the heroes', we'll have to see what can be done about that. 🖼️@KaraArts_ #Vtuberㅤ #envtuber
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Beyond Dev - Tyler Walker retweeted
Sunday viewport sanity check. Wrapping up the full asset breakdown soon, stay tuned! #facerig #rigging #blender3d
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Beyond Dev - Tyler Walker retweeted
quite old one, maybe i'll make another one of these... any suggestion who? (..◜ᴗ◝..)
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Beyond Dev - Tyler Walker retweeted
Shoulder and chest deformation is notoriously one of the hardest problems to solve in character rigging. Most technical artists rely on dozens of corrective blendshapes, heavy muscle systems, or complex deformers to prevent mesh collapse. But Matt Le-Fevre, Senior Technical Artist at Ninja Theory, tackled it using 100% joints attached to curves—with zero blendshapes required. By letting poses drive authorable curves, the underlying joint skeleton handles non-linear movement, volume preservation, and twist offsets seamlessly. Are you still relying on corrective blendshapes for shoulder rigs, or are you moving toward pose-driven curve and RBF joint setups?
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Beyond Dev - Tyler Walker retweeted
VRMXT stencil specs has been updated to separate itself from mtoonxt specs. We are dropping support for legacy stencil data model as well. Please be aware before updating to the latest Warudo plugins version. github.com/vrmxt/Extended-VR… On the upside, this will allow the format to support more options demonstrated in the following page: tdw46.github.io/BVT-Stencil-… Kudos to @realBeyondDev for implementing and updating the specs!
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Beyond Dev - Tyler Walker retweeted
本日、当社はクリエイター支援のさらなる強化に向けた取り組みの一環として、ピクシブ株式会社からの出資受け入れを発表しました。 今後、両社は3Dアバター文化とクリエイターエコシステムの発展に向け、協業の可能性を検討してまいります。 詳細はプレスリリースをご覧ください。 prtimes.jp/main/html/rd/p/00…
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Beyond Dev - Tyler Walker retweeted
MIRAGE新作|完成まであと少し🖤 たくさんの反響をいただいている、 MIRAGEの新作セーラー衣装🐈‍⬛❤️ 現在、動いたときのシルエットまで美しく見えるよう、 リギングを丁寧に調整中です。 圧倒的になめらかに追従する動きにご注目ください✨ MIRAGEが渾身の想いを込めて準備するストリートセーラー。 完成をどうぞお楽しみに🌙
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Beyond Dev - Tyler Walker retweeted
I patched MToon shader in ThreeJS and added emissive outline pulse prior to animation playing! *cough* Psycho-Pass *cough* Also I finished setting up the revolver. Pew pew 😗 #VRM #b3d #ThreeJS #DaisyUI #Tailwind
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Beyond Dev - Tyler Walker retweeted
Face tracking test
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