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8am Super Post Mortem pt2

part 1 :  4am Super Post-Mortem    Alright, so it has been about 4 months since I started a post-mortem post about my life in previous company, Spacesheep Studio. If anyone who works there, or worked there, stumble upon this post, please know that everything I mentioned is true to me, so it's pretty subjective to your own perspective. That being said, it means I don't give too much fuck about your opinion on these opinions. So let's get right back to it, shall we? Alright.. what should we begin with.. oh, fast forward, it is now the year 2020. Where the big pandemic start to hit every industries, and eventually, every single living thing on planet Earth. We were forced to transition to Work-from-Home(WFH) status, and it was great! Except..  So what happened?  Pandemic hits, and we were all forced to work from home. It was a very difficult transitioning period, because it wasn't the norm back then. Due to a certain internal restriction, such as fear of information leaka

Appreciation Post 2021, pre-Birthday

 Thank you Eunice Lee Yin Ern for everything.  You showered me with too many love than I deserve. But you also given me faith that I deserve this much, and more. I love you very much, and I intend to do so for as long as I could, for as much as I breath.  Sic Parvis Magna, we will witness and live the vision together.

4am Super PostMortem pt1

 2021 is more of a sequel to 2020, but we never know if this sequel is gonna bomb the box office or not. But nonetheless, something happened, and I think it is time, to put up a review about my career days in this company that I'm soon to departed from, SpaceSheep Studio. (also I couldn't sleep after a midnight shitshow caused by roti sardines) -------------------------- So I started in this company since January 2019, as a CG Generalist, promising that I will help improve the workflow and pipeline, and also provide various CG supports to every departments. Obviously, calling myself a CG Generalist was partly because I have very low self-esteem and confidence about my own skill sets, knowing that this industry is growing bigger and more "specialized' as technology grows.  I was being interviewed by the very CEO himself, also the founder of this studio. Whatever he mentioned or talked about that day was very touching in a way, but also somewhat expected. Everyone wants

Sometimes, just sometimes.

 Sometimes it's easy to just feel demotivated and lost.  Sighs. 

A great deconstruction of 2 different type of people in asking favours.

 https://www.facebook.com/scoodyboodyboo/photos/pcb.214208286679268/214207876679309 If I was to sum it up, it would be: Ask-type =  Would ask if they are uncertain. This is like asking for a random favor. Guess-type =  Would imply as if they are certain. This is more like asking by implying on it, and expected a fairly accurate response. Great communication skills to manage expectation :D

Fixing UVs on skinnedMesh

So in order to tweak UV on a skinned mesh, the best way to do is to tackle it on it's shapeOrig node.  Let me describe my scenario. I have a skinned mesh with corrective blendshapes stacking on each other, it looked like this in channel box: head_bs_target (blendshape node) skinCluster9 (skinCluster node, duh) body_corrective_BS (blendshape node) tweak12 So, adding on another polyTweakUV node will look like this: polyTweakUV head_bs_target skinCluster9 body_corrective_BS tweak12 As we can imagine, polyTweakUV gets its "inMesh" connection from head_bs_target (head_bs_target.output -> polyTweakUV.inMesh) that means if we bake everything from polyTweakUV by using "Delete non-deformer history", it bakes the geometry itself as well, so it wasn't affected by the deformer nodes even they are still present. So I duplicate a pre-UV-tweaked mesh, replace polyTweakUV.inMesh connection from head_bs_target to the duplicatedMesh, and then, connect the output to the ski
 ain't gonna lie. I am very tired