Why yes, I do like emission shaders (glowy things), how could you tell?
This was a commission from my anonymous friend NetMiester (not his real name, just a joke I’m sure no one will get) who wanted to see Lumine from Genshin Impact get turned into a ball and bounced around by Yae Miko from Genshin Impact.
I have a little idea of who Lumine is as I played Genshin Impact for like, an hour when it first came out, but I’ve never heard of Yae Miko before, so I decided not to embarrass myself by trying to write a story for this one either.
I’m pretty happy with how this came out. I think I did a much better job of trying to imitate bounciness than I did in the previous two animations, and the ball has a much better squash when it would experience high force.
Yae Miko’s animation for when she does the beam attack is supposed to be a refrence to Destiny 2’s chaos reach. I wasn’t given a whole lot of direction on how Yae is supposed to TF Lumine (not that I minded, I like being able to pick whatever I think looks coolest sometimes) other than that it could be with a spell or something. So I decided to go with a beam attack spell, and what better animation to use as a reference than Chaos Reach. I’m really happy with how she transitions into it as well. I split it into two keyframes which makes it look much smoother than if it were a single one.
Coming from a technical standpoint I think this one is the best of the three ball TFs I’ve done so far. It has a lot of the kinks worked out from the first two, and its got some pretty nice poses and actions. I especially love how the beam oscelates between high and low strength before it gets super bright to the point where you can’t see anything. I just think it looks cool.