Daniel Knightley - Rebuilding V-tuber for no good reason
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danielknightley.bsky.social
Daniel Knightley - Rebuilding V-tuber for no good reason
@danielknightley.bsky.social
Tinkerer, #TraditionalArt, #soloDev and #Animator | Dutch 🇳🇱 | He/Him
Currently working on:
[ 🌐 A proper website ]
[ 📝 #FloodedFishin - a Dredge inspired fishing game during March]
[ 🪨 #OrichalcumCup - a PvE hero tabletop game ]
Time for the good stuff @kelina1080.bsky.social
November 14, 2025 at 12:19 PM
I caught myself thinking "Damn, all these artists I follow hammer out amazing illustrations at least once a week. I started this 2 weeks ago".

But then I remembered that I work full time, enjoy multiple hobbies and that I'm a family man.

But it would be nice to do _more_.
November 12, 2025 at 11:54 AM
Yeah I tried to do different face paint for every occasion.
Couldn't pass up to experiment with Blue once the snow fell!
November 8, 2025 at 9:41 AM
Post a You from a different Era
November 8, 2025 at 7:12 AM
Also you might wanna block "knelbulanight" and Moarts484 for impersonating you and trying to poach your clients..
November 5, 2025 at 11:54 AM
Wait a minute... Why are the meshes deforming on fingers where the bones are still stationary?
Either my drivers did not convert correctly, OR I did something wrong connecting the whole thing together.

Maybe that's the core issue;
Guess I`ll be making an animation where every finger moves in turn.
October 29, 2025 at 3:05 PM
Is it because my shape keys cause overlaying vertices?
Does this trip up the exporter when triangulating my mesh?
October 29, 2025 at 11:04 AM
The plot thickens;
The vertices are _there_, but only if I zoom in close enough??

I`m not sure if something breaks while exporting from Blender to GLTF, or importing the GLTF to Godot, but things are not going as expected at all.
October 29, 2025 at 10:58 AM
TW: dead shrimp, but it's beautiful and serene and huge.
October 25, 2025 at 7:09 AM
Here is our cat Tommy watching bird videos on YouTube, as a treat.
October 24, 2025 at 8:59 PM
At least my guy will have a chair to sit on and a microphone to talk into.
October 24, 2025 at 2:27 PM
Welp I fixed the issue; I forgot to give my bones unique names while merging everything together. (Oops)

But it didnt take long before the next problem arose;
I keep a "minecrafty" blocky hand look by using shape keys, driven by the angle of the bones. But now Godot is running off and doing stuff.
October 24, 2025 at 8:33 AM
Okay, the left hand works as designed, but the right hand seems to have just. deleted all its shape key data?
The variables and drivers are still intact, but theres no deformation happening anymore.
So guess I`ll be fixing that next, luckily I still have the original files for reference.
October 20, 2025 at 2:33 PM
Well there is your problem sir.
I was really hoping that it would somehow magically keep the painted weights in the process, but that was a pipe dream it seems.
October 20, 2025 at 9:16 AM
October 20, 2025 at 9:09 AM
Merging the meshes and armatures together and fffffff I forgot what a pain it was to set the correct shape keys and corresponding drivers.
The Left hand has been merged and everything seems to have transferred automatically, but all the shape keys are... broken? now?
October 20, 2025 at 9:05 AM
Here is the plan.
There is no way I can achieve all of this in the... 3 hours of game time I have left, but I am here to have fun and I will attempt to assemble it as closely as possible!

And then I'll start making an IV/EV farm for perfect bugs for future fights.
October 17, 2025 at 4:12 PM
Look who's talking now!

Todo:
- Write a script to control some eye movement
- Write a script for idle blinking.
- Figure out why my hand is open, rather than closed. (Probably an animation error)
- Figure out why my eyeballs are weird on export, since they don't map correctly in Godot.
- Fix light.
October 10, 2025 at 2:17 PM
Alright, remodelled an old Minecraft Avatar from a previous project, worked out some kinks in the texture import settings, figured out how to activate the shapekeys;

But now my Godot isnt picking up any of the available microphones anymore?
Not even in the other scenes where I didnt touch the code.
October 8, 2025 at 2:39 PM
At least I got to make a lot of silly faces.
Too bad only "U" "FV" and "Silent" to show up.

For now I`ll just focus on three mouth shapes and a volume detection, with some slight scaling inbetween for the height of the mouth.
That way I dont get stuck in Dev Hell at the second hurdle.
October 8, 2025 at 8:05 AM
Added a snapshot function so I can see what the actual range is per visime.
Also decided to do this with a pre-recorded sentence because I was driving Missus Knightley up the wall with my constant Oooos and Aaaas to test the range haha!
October 3, 2025 at 8:13 PM
I`m thinking... a button that allows me to make a snapshot of this readout, or an array that automatically makes a snapshot every few millisec when I`m talking.

That way I can make a list of the target ranges that I want to map mouth-flaps to and then ??? profit.
October 2, 2025 at 7:44 PM
At this level, its very easy to swap out a 2D sprite for a 3D model, since all I am doing is changing textures.

Now to reverse engineer what Lucy Lavend did in their rig!
October 2, 2025 at 12:11 PM
Lovelingly nicknamed it "Tubertron 5000".
The mouth flapping now works like in Peak, with a small and bigger mouth switching frames.

Maybe I can make it more sophisticated, but lets see how this works with a 3D model first.
October 1, 2025 at 2:30 PM
"So what do you order at our store, generally?"
"Mostly just the yearly Halloween flyer"

Can't say I'm a big shopper, but at least the orders are consistent!
September 30, 2025 at 3:23 PM