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Mouth Mask Tutorial — A simple Glue trick to keep your mouth rig clean from every angle! ✨ Showcase 00:00~00:26 Rigging process starts 00:27 I use Glue to keep the mask attached to the mouth line, then use lip parts to cover any unnatural transitions. This allows the mask...

47,209 görüntüleme • 18 gün önce •via X (Twitter)

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🌼VBridger Mouth Rig Raffle🌼 (🔊Preview has sound | 🇹🇭 ภาษาไทยด้านล่าง) ✨1 Winner will get VBridger Mouth Rigging by Azato Stacia 💤 Outer God VTuber ! (For model with existing base rig only) 🌼Rules🌼 ✨Retweet this post ✨Follow both エーデルワイス & Azato Stacia 💤 Outer God VTuber ❣️You must have your own Live2D Model already rigged and must be able to get permission from your rigger for the base rigging file and provide it to us. ❣️This raffle only includes VBridger Mouth Rigging, Not Full Model Rig! ❣️Tongue Out toggle is NOT included! _________________________ 🌼สุ่มแจก VBridger Mouth Rig🌼 (🔊สามารถเปิดเสียงวิดีโอเพื่อดูตัวอย่างได้) ✨ผู้โชคดี 1 ท่านจะได้รับ VBridger Mouth Rigging โดย Azato Stacia 💤 Outer God VTuber มูลค่า 12,000 บาท! (สำหรับโมเดล Live2D ที่มีริกเต็มตัว / ครึ่งตัวเป็นของตนเองแล้วเท่านั้น) 💡VBridger คือโปรแกรมเสริมสำหรับ VTube Studio ที่จะทำให้โมเดลสามารถจับรูปปากได้ตรงกับการขยับปากของเรามากขึ้น เหมาะกับผู้ที่ต้องการทำคอนเทนต์ร้องเพลง ลิปซิงก์ และอื่น ๆ 🌼กฎในการเข้าร่วม🌼 ✨Retweet โพสต์นี้ ✨กด Follow エーデルワイス และ Azato Stacia 💤 Outer God VTuber ❣️ผู้โชคดีต้องมีโมเดล Live2D ที่พร้อมใช้งานเป็นของตนเองอยู่แล้ว และสามารถขอรับไฟล์ต้นฉบับจากริกเกอร์ของท่าน เพื่อส่งให้เราริก VBridger เสริมให้ได้ ❣️รางวัลจากการสุ่มแจกมีเพียงริกปาก VBridger เท่านั้น ไม่ใช่ริกโมเดลเต็มตัว ❣️ริกปากที่ได้รับจากการสุ่มแจกจะไม่สามารถแลบลิ้นได้ #EdelweissMonthlyRaffle

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CSS Trick! 🤙 You can create gradient borders on translucent elements using mask-clip and mask-composite with a pseudo-element 🔥 .gradient-border::after { mask-clip: padding-box, border-box; mask-composite: intersect; mask: linear-gradient(transparent, transparent), linear-gradient(white, white); } It's the same "Transparent border trick" from before. But, now you apply it to a pseudo-element 😎 The trick is to create a pseudo-element with a gradient background and then mask it so we only see the part we want, the border ✨ mask-clip defines the area affected by a mask. Similar to how you can define background-size. Using padding-box and border-box constrains the two masks. mask-composite is the magic part ✨ It defines a compositing operation for stacked mask layers. Using intersect means that the parts that overlap get replaced. And this seems to work in all browsers 🙌 As for the rest of the styles... – Make sure you set pointer-events: none on the pseudo-element – Make sure it fills the parent element. You can use position: absolute and inset: 0 – Make sure the background fills the space including the border-width. You can use calc to achieve that: --bg-size: calc(100% + (2px * var(--border))); background: var(--gradient) center center / var(--bg-size) var(--bg-size); That's it! 🚀 Gradient borders on translucent elements. You can set all the backdrop-filter: blur() you like! 😅 CodePen.IO link below! 👇

jhey ʕ•ᴥ•ʔ

269,847 görüntüleme • 2 yıl önce

CSS Tip! 🤙 You can use mask-composite and some JavaScript to create this pointer proximity following glow border ✨ .glow { mask-composite: intersect; mask-clip: padding-box, border-box; mask: linear-gradient(#0000, #0000), conic-gradient(#0000 0deg, #​fff, #0000 45deg); } The trick is to mask a background-image with a combination of mask layers. mask-composite: intersect; means the mask used will be the intersection of the layers 🔥 use source-in, xor; in browsers that don't support intersect; In this demo, you can use pseudoelements and rely on scoped custom properties to do a lot of the heavy lifting for you 🙌 Once you've masked the background, you need to update the starting angle of the conic-gradient on pointermove 👆 You can work that out by getting the center point of each card and then calculating the angle between that and the pointer with Math.atan2 🤓 let ANGLE = Math.atan2( event?.y - CARD_CENTER[1], event?.x - CARD_CENTER[0] ) * 180 / Math.PI ANGLE = ANGLE < 0 ? ANGLE + 360 : ANGLE; CARD.​style.setProperty('--start', ANGLE + 90) You plug that into your conic-gradient mask as a custom property accounting for --spread ⚡️ conic-gradient(from calc((var(--angle) - (var(--spread) * 0.5)) * 1deg), #000 0deg, #​fff, #0000 calc(var(--spread) * 1deg)); To get the blur, you apply a blur to the glow container on each card 🤙 .glows { filter: blur(calc(var(--blur) * 1px); } That's it! Layers of masks that are clipped and composited before being blurred 😎 The added trick is to fade each one in when the pointer is in the defined proximity of the card. For example, don't show unless within 100px of a card. You can see that in the video. Check out the JavaScript code for that 🫶 Couldn't resist making this one 😁 CodePen.IO link below! 👇

jhey ʕ•ᴥ•ʔ

1,180,399 görüntüleme • 2 yıl önce

🎓Learn how to create a powerful Torn Fabric smart material in a matter of seconds in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ____________________________________________________ In this video, the steps are as follows: 1. Create a base fill layer containing no information. We will use this layer to call out the core effects. Add a black mask to this layer and inside that mask add a paint layer and draw a simple pill shape. 2. Next, add a blur directional and be sure the direction is the same direction that your fabric is flowing to. 3. Add a UV border generator set to subtract to mask out any uv seams followed by an anchorpoint. Additionally, add a messy Fibers 3 fill layer set to overlay. 4. Use a levels to adjust the mask along with a sharpen filter. A warp filter should also be added to introduce some randomness. Add an anchor point at the top of the mask as well. 5. Create another fill layer with its opacity channel set to black and apply a black mask to the fill layer. Inside its mask retrieve the anchorpoint information from the previous fill layer. 6. Create an additional fill layer with a bright diffuse color along with a black mask applied to it. Add the anchorpoint information from the previous mask into its mask as well and this should give us some white fibers on the edges. Now we have a torn fabric effect wherever we paint using the paint layer created inside the callout mask! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #tutorial #3dmodeling #hardsurface #texturing

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