<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Blender on yzh119</title><link>https://yzh119.github.io/tags/blender/</link><description>Recent content in Blender on yzh119</description><generator>Hugo</generator><language>en-us</language><lastBuildDate>Wed, 09 Sep 2026 05:48:54 +0800</lastBuildDate><atom:link href="https://yzh119.github.io/tags/blender/index.xml" rel="self" type="application/rss+xml"/><item><title>[AI] Vampire and bat forms</title><link>https://yzh119.github.io/posts/necropolis-vampires/</link><pubDate>Wed, 09 Sep 2026 04:26:09 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-vampires/</guid><description>&lt;p&gt;&lt;strong&gt;Status checked September 9, 2026.&lt;/strong&gt;&lt;/p&gt;&#10;&lt;h2 id="installed-animation-and-models"&gt;Installed animation and models&lt;/h2&gt;&#10;&lt;p&gt;The vampire delivery was &lt;strong&gt;0.11.1&lt;/strong&gt;, which brought the package to ten creatures. Current &lt;del&gt;0.12.1&lt;/del&gt; &lt;a href="https://yzh119.github.io/posts/necropolis-final-four/"&gt;0.12.2&lt;/a&gt; completes all fourteen and preserves this delivery’s files byte for byte. Each has a newly weighted humanoid rig, a separate bat for travel, and five-frame smoke transitions into and out of flight. This remains a mod-only change.&lt;/p&gt;</description></item><item><title>[AI] A separate repository for the art tools</title><link>https://yzh119.github.io/posts/h3-art-tools/</link><pubDate>Wed, 09 Sep 2026 04:12:16 +0800</pubDate><guid>https://yzh119.github.io/posts/h3-art-tools/</guid><description>&lt;blockquote&gt;&#10;&lt;p&gt;This article records the implementation and measurements at its publication stage. Versions, costs and check counts belong to that stage. See &lt;a href="https://yzh119.github.io/posts/necropolis-vampires/"&gt;Vampire delivery&lt;/a&gt; for the subsequent installation and &lt;a href="https://yzh119.github.io/posts/h3-art-tools/"&gt;the standalone tools&lt;/a&gt; for maintained commands.&lt;/p&gt;</description></item><item><title>[AI] Lich and Power Lich</title><link>https://yzh119.github.io/posts/necropolis-liches/</link><pubDate>Wed, 09 Sep 2026 03:04:19 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-liches/</guid><description>&lt;blockquote&gt;&#10;&lt;p&gt;This article records the implementation and measurements at its publication stage. Versions, costs and check counts belong to that stage. See &lt;a href="https://yzh119.github.io/posts/necropolis-vampires/"&gt;Vampire delivery&lt;/a&gt; for the subsequent installation and &lt;a href="https://yzh119.github.io/posts/h3-art-tools/"&gt;the standalone tools&lt;/a&gt; for maintained commands.&lt;/p&gt;</description></item><item><title>[AI] Wight and wraith animation integration</title><link>https://yzh119.github.io/posts/necropolis-ghosts/</link><pubDate>Wed, 09 Sep 2026 01:48:31 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-ghosts/</guid><description>&lt;blockquote&gt;&#10;&lt;p&gt;This article records the implementation and measurements at its publication stage. Versions, costs and check counts belong to that stage. See &lt;a href="https://yzh119.github.io/posts/necropolis-vampires/"&gt;Vampire delivery&lt;/a&gt; for the subsequent installation and &lt;a href="https://yzh119.github.io/posts/h3-art-tools/"&gt;the standalone tools&lt;/a&gt; for maintained commands.&lt;/p&gt;</description></item><item><title>[AI] Wight and lich design studies</title><link>https://yzh119.github.io/posts/necropolis-bootstrap/</link><pubDate>Wed, 09 Sep 2026 01:16:08 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-bootstrap/</guid><description>&lt;h2 id="rejected-ghost-and-lich-trials"&gt;Rejected ghost and lich trials&lt;/h2&gt;&#10;&lt;p&gt;After the procedural ghost and lich designs were rejected, the process moved to imagegen concepts, Meshy textured models and local rigging and animation. Rejected shapes, calibration mistakes and initial static meshes are retained below. The failed procedural prototypes were never installed.&lt;/p&gt;</description></item><item><title>[AI] Necropolis creature upgrades</title><link>https://yzh119.github.io/posts/necropolis-upgrades/</link><pubDate>Tue, 08 Sep 2026 23:07:02 +0800</pubDate><guid>https://yzh119.github.io/posts/necropolis-upgrades/</guid><description>&lt;blockquote&gt;&#10;&lt;p&gt;This article records the implementation and measurements at its publication stage. Versions, costs and check counts belong to that stage. See &lt;a href="https://yzh119.github.io/posts/necropolis-vampires/"&gt;Vampire delivery&lt;/a&gt; for the subsequent installation and &lt;a href="https://yzh119.github.io/posts/h3-art-tools/"&gt;the standalone tools&lt;/a&gt; for maintained commands.&lt;/p&gt;</description></item><item><title>[AI] Zombie animation set</title><link>https://yzh119.github.io/posts/zombie-study/</link><pubDate>Tue, 08 Sep 2026 13:30:00 +0800</pubDate><guid>https://yzh119.github.io/posts/zombie-study/</guid><description>&lt;p&gt;&lt;strong&gt;As of September 9, 2026:&lt;/strong&gt; creature mod &lt;del&gt;0.12.1&lt;/del&gt; &lt;strong&gt;0.12.2&lt;/strong&gt; covers all fourteen Necropolis creatures. Measurements here retain their delivery-version scope; see &lt;a href="https://yzh119.github.io/posts/necropolis-final-four/"&gt;mounted knights and skeletal dragons&lt;/a&gt; for the latest integration.&lt;/p&gt;&#10;&lt;p&gt;Walking Dead (CZOMBI) is installed with thirteen groups and 80 frames per scale. The CZOMLO upgrade is covered in &lt;a href="https://yzh119.github.io/posts/necropolis-upgrades/"&gt;the upgrade delivery&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>[AI] Skeleton animation set</title><link>https://yzh119.github.io/posts/skeleton-motion/</link><pubDate>Tue, 08 Sep 2026 12:13:00 +0800</pubDate><guid>https://yzh119.github.io/posts/skeleton-motion/</guid><description>&lt;p&gt;&lt;strong&gt;As of September 9, 2026:&lt;/strong&gt; creature mod &lt;del&gt;0.12.1&lt;/del&gt; &lt;strong&gt;0.12.2&lt;/strong&gt; covers all fourteen Necropolis creatures. Measurements here retain their delivery-version scope; see &lt;a href="https://yzh119.github.io/posts/necropolis-final-four/"&gt;mounted knights and skeletal dragons&lt;/a&gt; for the latest integration.&lt;/p&gt;&#10;&lt;p&gt;The Skeleton is installed with thirteen groups and 82 frames per scale.&lt;/p&gt;</description></item><item><title>[AI] opus -&gt; astra: Striking progress in skeleton rigging</title><link>https://yzh119.github.io/posts/skeleton-rig-study/</link><pubDate>Tue, 08 Sep 2026 11:40:00 +0800</pubDate><guid>https://yzh119.github.io/posts/skeleton-rig-study/</guid><description>&lt;h2 id="skeleton-repair-after-the-model-switch"&gt;Skeleton repair after the model switch&lt;/h2&gt;&#10;&lt;p&gt;The switch from Opus-5 to Astra brought striking improvements in this project: the tools inspected and rebuilt geometry, hands and rigs, producing editable scenes. The four-pose study later became thirteen animation groups. The original comparisons and unresolved issues remain in the history below.&lt;/p&gt;</description></item><item><title>[AI] Weapon binding and emissive materials</title><link>https://yzh119.github.io/posts/what-holds-the-weapon/</link><pubDate>Mon, 07 Sep 2026 16:00:00 +0800</pubDate><guid>https://yzh119.github.io/posts/what-holds-the-weapon/</guid><description>&lt;h2 id="equipment-detection-and-material-debugging"&gt;Equipment detection and material debugging&lt;/h2&gt;&#10;&lt;p&gt;This stage diagnosed incorrect equipment selection and a washed-out render caused by emissive materials and color transforms. Later work rebuilt hands, rig controls and motion; the old comparisons do not show the installed appearance.&lt;/p&gt;</description></item><item><title>[AI] Not bound to the original's resolution</title><link>https://yzh119.github.io/posts/beyond-the-original-resolution/</link><pubDate>Mon, 07 Sep 2026 02:30:00 +0800</pubDate><guid>https://yzh119.github.io/posts/beyond-the-original-resolution/</guid><description>&lt;blockquote&gt;&#10;&lt;p&gt;This article records the implementation and measurements at its publication stage. Versions, costs and check counts belong to that stage. See &lt;a href="https://yzh119.github.io/posts/necropolis-vampires/"&gt;Vampire delivery&lt;/a&gt; for the subsequent installation and &lt;a href="https://yzh119.github.io/posts/h3-art-tools/"&gt;the standalone tools&lt;/a&gt; for maintained commands.&lt;/p&gt;</description></item><item><title>[AI] The sword was welded to the pelvis</title><link>https://yzh119.github.io/posts/weapon-not-on-the-hand/</link><pubDate>Sun, 06 Sep 2026 23:50:00 +0800</pubDate><guid>https://yzh119.github.io/posts/weapon-not-on-the-hand/</guid><description>&lt;h2 id="weapon-proportions-and-the-first-binding-attempt"&gt;Weapon proportions and the first binding attempt&lt;/h2&gt;&#10;&lt;p&gt;This attempt addressed an oversized sword and a weapon that did not follow the hand. Later inspection found that the first equipment detector could select the wrong mesh. The delivered skeleton uses rebuilt hands and a separate weapon attachment.&lt;/p&gt;</description></item><item><title>[AI] The skeleton is done</title><link>https://yzh119.github.io/posts/skeleton-complete/</link><pubDate>Sun, 06 Sep 2026 23:00:00 +0800</pubDate><guid>https://yzh119.github.io/posts/skeleton-complete/</guid><description>&lt;h2 id="the-first-complete-export"&gt;The first complete export&lt;/h2&gt;&#10;&lt;p&gt;The first export covered thirteen groups, 82 frames and separate layers. Passing the format checks still left posture, hand and sword-motion problems. The delivered version uses the later animation set, fixed-ground projected shadows and precomputed outlines.&lt;/p&gt;</description></item><item><title>[AI] Rendering back to sprite frames</title><link>https://yzh119.github.io/posts/first-rendered-frames/</link><pubDate>Sun, 06 Sep 2026 21:30:00 +0800</pubDate><guid>https://yzh119.github.io/posts/first-rendered-frames/</guid><description>&lt;h2 id="first-render-debugging"&gt;First-render debugging&lt;/h2&gt;&#10;&lt;p&gt;The initial holding render tested imports, rigging and transparent output, exposing optimization and material problems. Later work replaced the old skeleton appearance and expanded the trial into a full animation set.&lt;/p&gt;</description></item></channel></rss>