Yes that's exactly what I'm doing. It's also more performant because when a closed book is just lying around, it's not using skeletal deformations at all.
It all depends on your specific use cases.
Posts by Zi
Eyyyy! I like that yours actually reflects the page thickness change. I can't do that for mine cuz I need the book thick and chonky to hold, but the actual readable contents are just a few pages. ๐
I guess it's an exaggeration to call it "shitty", but the point is: you can get away with only two bones if the covers are usually hovering around a fixed position. In my case, they flop open to the horizontal position. So I just rigged it to look good only for that case.
It's normally very annoying to make a good-looking book animation rig, but pro tip: you can just make a shitty rig and just open your book quickly. Nobody will notice. ๐
That was originally my plan, but I've decided against it. I'm going with a swipe mechanic because I think in this case, fidelity actually runs counter to usability. The "oooh" factor of grabbable pages doesn't last.
It's finally time to work on book tech, o ho ho. ๐๐ค
#GodotEngine #gamedev #indiedev
Artists asserting dominance by committing to specific-ass visions requiring an ungodly amount of work when others would flee.
I use Blender. I don't adhere to the quads-only rule, and I don't think I ever will, lol. Triangles have never hurt me, and I don't think for the type of art/games I usually make it'll matter.
"But Zi, I saw some of these props like a year ago. They were even in your trailer."
No no no... โ๏ธ๐โโ๏ธ You THOUGHT you saw.
#gamedev #indiedev #GodotEngine
I have so much more to learn and a lot of room to improve, but I'm just gonna give myself a little pat on the back for this progress, especially while wearing so many hats. Anywho, onward!
I've always been hesitant to call myself any kind of artist because it scares me to be held to the same standards as "real" artists. But I think I will start calling myself a 3D artist now, because I'm the one holding myself to arbitrary standards anyway. ๐
Over the past month, in addition to systems work, I did a lot of 3D modeling - the most I've ever done (which is not a lot). I was thrown into the deep end and it was stressful, but I also had fun and improved a lot.
#gamedev #indiedev #b3d
Ragdoll testing has commenced. Certain conditions like a heavy landing will trigger a temporary ragdoll, but I'm also including a manual button because why not. In the vid I'm just triggering it manually after jumping.
#gamedev #indiedev
Like it looks soft, but like a soft skin stretched over hard objects. Instead of the whole thing being a continuous organic mass.
The overall motion is fine but some of the fine details too accurately reflect the underlying implementation. i.e. it *looks and feels* like physical bones animated with impulses. It feels like if I hit them, they will make a hollow thonk, instead of a fleshy sound.
There was a giraffe somewhere up in the family tree.
I've seen multiple peers fall into this trap of "It lets me work faster".
Yes but who made it necessary in the first place? Who ultimately benefits? Your increased output will be exploited in the same way.
And along the way, you're willingly offering up your mind, making yourself more replaceable.
"Cut work hours" is not bad. But if it comes from those profiting off unreasonable work hours, then "cut work hours" never means what it says.
It really means: "Replace one type of work hours with another type that needs less pay and makes us more money."
This is why I don't use Godot's built-in jiggly bones, btw. I need consistency and control across all my floppy bits. And this way when I eventually integrate my wind and collision tech, I only have to do it once, and it will affect everything the same.
I'm using the exact same math to flop the backpack, the leaves, and the Godot plushie, but one is a node, one is a MultiMesh, and the other is a skeletal mesh.
Here's a demonstration of how just a single transform is enough to achieve a huge range of leaf distortions. No bones needed.
Added MultiMesh support to my FloppyBit tech. The leaf clusters are a single MultiMeshInstance3D. Although the leaves are individually controlled, it's a single draw-call with no bones and no shader. ๐ง๐ชด
#GodotEngine #gamedev #indiedev
Godot could definitely use more funding! Just to clarify: I haven't actively contributed to the actual Godot codebase for quite some time now. Nowadays, I just share some free addons for folks to download/use.
A screenshot of the Club Penguin Waddle On party event, which ran when the servers were about to be taken offline. Players can be seen as penguins gathered on a disco floor on an ice floe, right after it flipped. Player chat messages can be seen saying things like: "we did it", "HELP US", "it already tipped".
gg? ๐๐ง
My condolences to you and your family, Sahil. <3
Had no idea you were using Godot as part of your pipeline for a non-Godot game. Super cool.
๐
I think as a system for resources in general, it makes sense. I just think some workflows shouldn't be using resources in this way. Collision shapes is the biggest example of this.
Another thing you can do is to make whatever variations are convenient for you. e.g.: "long cylinder", "flat box", "cone", "poof pfx", etc.