most of it is still on fours but once I add the extra in betweens it'll look more fluid, oh, and is missing a pigeon pet 😅
most of it is still on fours but once I add the extra in betweens it'll look more fluid, oh, and is missing a pigeon pet 😅
I'm quite happy with how this is evolving… slowwwly. Because, yeah, I forgot how slow traditional animation is, and how slow I'm at it. 😂
It doesn't help either that my old iPad struggles with Procreate 2
#2d #animation #procreate
Toying around with #procreate dreams. 👯♂️
I've updated BiRP (my toy Bevy remote protocol inspector) to #bevy 0.17 and created an online version:
doup.github.io/birp/
I probably won't develop it further, but could be useful for someone. 🙃
I'm toying with a little optimization for my #Bevy entity inspector: marker components now show at the top as pills.
The check is naive and has false positives (e.g. Frustum and VisibleEntities). I can improve it slightly but there is not much more room with the current BRP spec/implementation.
Ideally the only extra code should be to improve the UX, not because of misalignment between the value and the schema. For example, "Node" could use a custom widget like this for the Flex values:
So… I'll need to add custom code to map the data for some components. For example, "Transform" values arrive as an array "translation: [x, y, z]", but BRP expects struct notation when modifying the values: ".translation.x".
This kind of special cases are brittle and will certainly break.
After taking a break from BiRP (a #Bevy BRP inspector) for a couple of weeks, today I tried components editing. I got something basic working (styling will come later).
But I'm frustrated that the returned values and schema don't align, making it impossible to create something generic. 👿
🚀 Announcing BiRP! My *read-only* #Bevy BRP Inspector is now on GitHub.
BiRP lets you inspect your game entities, components, and resources using the Bevy Remote Protocol.
Hope you find it useful! (Ah! and don't miss the mascot! 😄)
Get it here: github.com/doup/birp
BiRP 🙃
Oh, I didn't think about headless scenarios, makes sense. Anyway, there is also a VS Code BRP extension which also allows to edit the components.
This is read-only for now. Although I'll give the editing part a try later on. I'll push the code to a repo, soon™.
Not yet, I need to do the hardest task: decide a name for the repo/project. I'll upload the code during the next week, probably without builds.
App connected to a remote Bevy instance via BRP and showing an entity tree and few pinned entities with their components and data.
Few weeks ago I started a project to learn more Rust and #Dioxus. It's a *READ-ONLY* #Bevy remote inspector using the BRP protocol.
Over the past couple of days, I've done some styling inspired by the "Bevy Editor" community Figma design. I'm quite happy with the result. 🥳
I made a video essay! It's a love letter to 3d software crammed in between several hate notes about 3d software companies. Maybe it can be something you put on in the background while you do art. :) www.youtube.com/watch?v=I4md...
Some more progress with the shading. The normal map is back! The skin color is configurable via the extended material and I've been toying with more vibrant colors for the rim lights.
Oh! And I remade the topology of the shoulder area which has improved the deformation… 👌
#bevy
I've removed the (directional) rim light, and instead I'm applying the rim light in the character shader. The pros are that the ground doesn't get weird reflections anymore and each character rim light has a different hue.
Now… why is the normal map broken? 😂
#bevy
It's a directional light pointing slightly upwards, that way it's (almost) not noticeable on the ground. Also is set as the child of the camera so it moves with it.
Next week I'll try to move the rim light to the shader as I want a different hue for each character... 🤞
Not bad
#bevy #blender
Perfect material for a demoscene demo or a VJ set 😂
It's working again, I'll fix tomorrow the models orientation (they should be facing each other).
I took another approach, instead of exporting the data from inside #blender (including coodrs conversion 😵💫), I've exported to GLTF and then extracted the animation/pose data from there. Muuuuch simpler.
Looks like I've broken my data exporter 🙃
#bevy #blender
I had to rework the sculpt (for normal maps) and the weights for the skeleton, but know I'm starting to like it. I think I'll be back to the Bevy integration soon… maybe I'll give a try to Bevy Cobweb to improve the UI of my app. 🤔
(character color still pending…)
#blender #bevy
Creepy 😬
My #bevy project is slowly moving, I've my puppet rigged (I still need to tweak the bone weights) using #blender Rigify plugin. This is captured in Blender's viewport and it's using a kuwahara filter to give it a painterly effect.
Now I just have to import it in Bevy and do the same… 🙃
I've just copied the code I had for the "longest path" ranking algorithm for non-compound graphs (basic Sugiyama). Not bad for a first approximation, but I still need to separate top/bottom border and base nodes into separate ranks and apply "minimum length" and "weight" constraints.
The next step is to break cycles and then assign a rank (vertical ""position"") to each node.
There is an easy algorithm which gives poor results. I'll start with that so I can move to the next stages of the algorithm: nodes positioning, edges routing…
This is the visualization of my test data (I've done the layout manually). In the previous image the dashed lines represent the "hierarchy", and the solid lines represent the "connections".
I've made tiny progress on the graph layout implementation, I'm following more closely the "Layout of Compound Directed Graphs" paper. Now I have the "extended nesting graph" (graph hierarchy + connections) data structure ready.
Note that for each sub-graph there is a top/bottom "border" node.
Few more screenshots.
The human puppet is slowly taking shape. 👯♂️
I've simplified some parts and I'm not worrying so much about topology (as it's not going to be subdivided). I'll probably simplify the lower leg a little bit more. But first I want to finish the forearm and hand.
#blender