Lizzy Caplan asking if you are aware of Garfield.
AI failing this question
Lizzy Caplan asking if you are aware of Garfield.
AI failing this question
Okay I straight up wrote a Godot toolscript to move the root motion from the Human_rig to the root bone because I couldnβt find any other way around it.
Blender animation timeline shows that xyz location on Root has only one key frame
Why would Mixamo include a Root bone in the rig but not apply the root motion to that bone? (Rubs temples)
It does randomize the offset per vertex so a very low poly model will remove the variation.
It uses a world space position and normal to define the surface the mesh is passing through, so it works for flat surfaces.
Uses vertex normal to decide on a sideways offset, so it has the usual caveats about sharp angles but in use that might be excusable if thereβs a split.
A capsule partly sunk through a cube in Godot
Shader test for something passing through walls. I think itβs promising.
Bubbles and sparkles
Of course in practice Iβd pick either dithered or smooth transparency instead of mixing like that.
The sheen pattern on the hair I wonder what would be a nice way to handle it.
I feel like I might want to use normal vertically but constrain it based on another colour channel for the horizontal variation?
The βPrinceβ from In the Clear Moonlit Dusk because of her hair
See watching anime is research for effects I should figure out how to replicate in Godot.
The eye partly visible through hair could be stencil like the silhouette behind wall.
Shojo bubbles and some sparkles
Trying out shojo bubble particles
Door parts labeled, βhandle, escutcheon, lockβ
Getting some of it organized
A collection of nested nodes in Godot named things like βCylinder(67)(2)β or Cube(235)β and it just keeps going like that
POV youβve downloaded a free model off Sketchfab
I posted a bare bones version before but to make it a portfolio version I needed more polish and less default material and lighting.
Did a little demo here of a trail compositor effect in Godot.
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Also when telling someone about it I accidentally typed βdownhill snowbardingβ which maybe should also be a game.
Okay this technique fascinates me.
I had done a shader that let me mix pre-rendered depth with 3D objects but thought it was only a technical curiosity.
So this weekend I contributed to a game for the Winnipeg Game Jam, itβs called Gob Logginβ which is a goblin-themed snowboarding game.
slowqueer.itch.io/gob-loggin
Two cars driving in the dark
Supposedly cribbage is derived from noddy, and thereβs reference to noddy being played for βcountersβ
So instead of moving a peg on the board, youβre grabbing counters from the table when you score points.
I could picture that method working for gambling if the counters are coins.
Cribbage has a board but we typically call it a card game not a board game.
The board is mechanically just a point tracker but it makes it a lot more convenient than if you had to write down your score.
Close up of the brake light selected in Blender.
Hmm. The lights on this free car model provide emission textures but then the light vertices havenβt actually been UV mapped to match those textures.
The shape of the stars are encoded in the UV and then applied in the shader. So if you scale the mesh that changes the position of the sparkles but not the individual size.
This can look kind of like a particle burst but itβs just a single mesh so simpler to control than a particle system.
Was inspired by a shot from the furry shojo anime. Made a tool script mesh generator and shader. The flicker animation uses a texture so I could use my Quake flicker patterns here, makes it easy to iterate on sparkle animations. Current animation string is βkzβ
Egg detected
Multiple Davids rendered in Godot
Okay now I made a version that uses normals so it will accept lighting
So of course:
What if Michelangeloβs David was a box now.