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📢FREE LIVE2D TUTORIAL ASSET + VTS ITEM📢 Here's a really simple asset that utilizes a more 3D effect on tails! It includes a 'fluffy' type and 'scaly' type tail which are both setup slightly differently! #Live2D #VTuberAssets #Vtuberasset ⬇️Link in the replies!⬇️

105,072 views • 3 years ago •via X (Twitter)

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Facial reconstruction of an 8,500-year-old man from Karelia The hunter-gatherers of Karelia belonged to the EHG cluster - a mixture of ANE and WHG. Their Y-DNA lineages were diverse, including Q, J, and R1a, as were their mtDNA lineages. These included ANE- and WHG-associated haplogroups such as U5, U4, U2e and R1b, but also C, an East Eurasian mtDNA lineage. Morphologically, they were equally diverse, encompassing an ancient Northern European type with Cro-Magnon features, an ancient Baltic European type with Cro-Magnon features, and an ancient Paleo-Mоngоloid type with Cro-Magnon features. This specimen was described by the anthropologist Mikhail Gerasimov as follows: This skull possesses a significant number of archaic features characteristic of typical Cro-Magnons. It is probably closest to the Predomost skull. However, alongside these archaic features, a number of others not characteristic of the Cro-Magnon type emerge: a relatively high vault, a thin outline of the cheekbones, and a general gradation of the facial region - all of these are no longer Cro-Magnon traits. However, the combination of all these features allows us to characterize it as an Archaic European, and physiognomically, this type is most closely related to the Baltic type: an upturned nose, a small prochilia of the mouth, and a weakly projecting chin - all of this corresponds to the Baltic type. We do not think it likely that it was specifically at this time that the Baltic anthropological type began to develop in this area. But later, having undergone a complex path of epochal change, having become considerably more gracile, it yielded the modern Baltic type, in which, however, it is not difficult to discern the features of the ancient Oleni Ostrov man. A detailed reconstruction gives a clear picture of a man with a pear-shaped face, a large upturned nose, a sloping forehead, and deep-set eyes. Even today, among the northern Pomors, one can sometimes encounter precisely this type of ancient Baltic man. He had a large cranial length of 188 mm, small cranial width of 136 mm, and a massive cheek width of 151 mm.

Ancestral Whispers

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Axie started in 2018. Creatures you could collect, battle, and raise while learning about a magical new technology called blockchain. Part of the original concept were axie homes called Terrariums. Places where your axies could live, get stronger, and harvest resources. Battles ended up getting prioritized instead, and Terrariums got shelved. But for eight years, that original idea held a special place in our hearts. Terrariums are a nod to that original dream. We're hard at work and our goal is to deliver the first version in late June. Here's how they'll work on day one: 1. You activate a plot of land. 2. You put your axies on it. 3. Every hour, the world ticks forward on its own. While you're away, your land is working. 4. It earns a reward called bAXS, the in-game currency that feeds back into the broader Axie economy. 5. To stay running, your land burns a fuel called Lunium. You get it two ways: buy packs, or let your land generate it slowly for free. 6. How much you earn scales with your axie power, a stat currently called Atia's Flame. Stronger (collectible) axies earn more points. More points means a bigger share of the prize pool. 7. Each land type has its own pool, split between everyone who owns that type. 8. There will be free terrariums that can be used to earn axie experience points (but not bAXS). These should also be useful for onboarding newcomers. The day-to-day is simple by design as we want to make sure that the gameplay is easy to grasp at first and doesn't become a grind for landowners. Learn more:

Jihoz.ron

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004/100 Buttons. A bit of the process on building an animation. When looking at a finished animation or in this example a finished button, it can look quite complex inside the CSS. But when building it, it’s more like a lot of simple steps, one after another. Here I had the idea to make some kind of text animation like the footer logo on the Osmo site. I try to add the base animation with no complex easing, for example transition: translate 0.4s ease. Starting with just moving the one text from bottom to top and the other text to top. Adding a stagger, play around with it. Searching for a way to make it more circular. On the research I found the sin() function inside CSS which can build a more smooth non linear curve for the stagger which creates this circular effect. And step by step adding more complexity like, different easing for hover/hover-out, opacity, 3D transform and more. I use also the sin() function to rotate the letters, so the middle ones are getting more rotated than the outer ones. Another thing which helps is to add a small delay on hover, for example 0.05s or 0.1s, you don’t really see the difference, but when you hover pretty fast on and out it doesn’t get that jumpy. I’m using here GSAP’s SplitText to split every char into spans. And then I’m adding a CSS index variable to every span, starting from the center. SplitText can provide CSS index variables, but you cannot tell it from which direction. For the sin() it’s also important to have a max length, so I add another CSS variable with the max char number on it. Crafting 100 Buttons with Osmo ⏳ Total time: 63h

Eduard Bodak

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