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Hello, just finished my Hyenid edit, It includes: •Face tracking •2 Textures (normal and cyber) •2 From scratch hairs (normal and haircards) •Nsfw version with working sps •Thicer blendshapes •Jiggle and headpat interactions (substance files are included) (VRCFury) ⬇️Info⬇️

15,943 views • 11 months ago •via X (Twitter)

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I've recreated the original Halo 2 credits in-engine for Halo 2: REBALANCE!! MCC Halo 2 doesn't show the original credits by default, instead just skipping to the post-credits scene. So I took it upon myself to give everyone who contributed the recognition they deserve! Not pre-rendered, fully recreated by hand from scratch based off eyesight alone. Yes, it was exactly as tedious as it sounds. I originally planned to just import the original video, but it turns out the Bink (pre-rendered video) player for MCC Halo 2 is broken, so I had to manually set up dozens of slides and effects as textures/models in-game. At 4K resolution too, so even higher quality than the original! Slide transitions and effects are all handled via game script and like a million different object function variables. I'd then time each slide/transition so that it all matches the original video. It fits right in exactly where it should, between "Finishing this fight" and the Cortana/Gravemind scene. It's a massive shame that the original credits for not just Halo 2, but ALL the games in MCC are missing. People spent years of their lives working on these games and are probably proud of their work, only to have the modern versions of them move their credits to a website that 99% of players won't see (and won't even work offline!). I couldn't imagine how frustrating it must be to have worked on these games and not get any recognition. So, at least for Halo 2: REBALANCE, the original developers, voice actors, and everyone else involved can get their due credit.

GoldAthena 💜 (VTuber Arc)

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WHY AMERICAN SWIMMERS FACES TURN PURPLE Greg Doucette, a bodybuilding coach with extensive experience in performance enhancing drugs explains why American swimmers faces turn Thanos purple. Answer: DOPING The purple colouration of the face is called "central cyanosis". It is caused by decreased oxygenation of the haemoglobin. Haemoglobin releases oxygen from the blood into body tissues. Normal oxygen saturation is 95-100%, and even with strenuous exercise, oxygen saturation should remain above 90%. For a healthy person, anything below this is very concerning. For normal people, haemoglobin concentration is around 14-16 g/dL. For cyanosis to occur with normal haemoglobin concentration, oxygen saturation must drop below 83-85%. This would never happen under normal circumstances. So even with strenuous exercise, the deoxygenation of haemoglobin is not enough induce cyanosis (Thanos face). So why do American swimmers get Thanos face? 1) higher haemoglobin concentration through blood doping 2) myo-Inositol trispyrophosphate (ITPP) 1) higher haemoglobin concentration through blood doping This can be achieved by extracting the athlete's own red blood cells weeks before the competition, and then giving the athlete the extra blood intravenously just before the competition, thereby increasing haemoglobin concentration. Another way is by using erythropoietin (EPO) which stimulates red blood cell production. Lance Armstrong famously used this method. So with the extra haemoglobin, thanos face could be seen with oxygen saturation of 87-88%. 2) myo-Inositol trispyrophosphate (ITPP) ITPP works by reducing the oxygen-binding affinity of haemoglobin. This means haemoglobin releases more oxygen from the blood into body tissue. This means lower than normal oxygen saturation. Currently, no method exists to detect ITPP in human urine. The higher haemoglobin concentration from blood doping and lower oxygen saturation from ITPP results in the characteristic Thanos face of American swimmers. The Olympic Games Team USA USADA

Theodora Fletcher

57,850 views • 2 years ago

vibe coding metahuman with threejs and codex: spitting FACS ok, i'll admit 3D modeling has a lot of depth, going from a cube to a full facial action coding system is.. a lot of work, but really it isn't all that hard to learn like some people want you to believe it took me about 10 evenings to go from scratch (no idea how to even model in blender beyond the famous donut) to a working rigged and shape keyed expression system the actual vibe coding parts are very manageable, i'm not even hitting any session limits the past week since codex is basically just reading the glb file and it writes the drivers to have a full animation system in a single turn after that i usually notice that some things don't look as professional as i like it to be, followed by codex sending my ass back to blender and telling me what i need to do to make it better so here we are, the expression system is still very very simplified, no micro expressions yet and i believe i will need probably 500+ shape keys to actual achieve realism, but why not? Doing the 52 ARKit expressions for this demo wasn't too hard either, just tedious and boring The final driver in the demo uses a mix of bone movements and blendshapes to smoothly animate the face I might mix up some terminology here but i usually do cause it's been like what, 10 days since i started? Guess next up i'll look into face deformation parameters and then we'll move to the fun part of skinning. Once the head/neck area works (hairs are also still missing), full body next and finally LOD systems and we can call it a day Demo (pls use a desktop i'm not optimizing the ui for mobile):

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