I like this sort of thing where it’s not literally “in focus” because animation doesn’t need focus but it serves a similar purpose.
Posts by R H
The Replica anime has a light vignette in most shots. Kind of adds a haze or dream look to it.
Foreground objects can occlude it, but I think kind of just objects “in focus.” Like in an over-the-shoulder shot the character who is a shoulder won’t occlude it but the character talking will.
I also made mesh modifiers to sort either triangles or vertices along a given vector.
The one kind of useful purpose to that is a transparent mesh could be sorted relative to the camera, where normally it’s only sorted per mesh.
A green sphere rendered in Godot
In another example of things that are a technical experiment but visually unimpressive, I’ve split a mesh into two halves and then combined them together again.
what do they think cameo means
“I need consistency and control across all my floppy bits.”
Oh wait when you say “exits the story” you meant referencing something outside the story, you didn’t mean ending on a joke; I misunderstood for a moment.
Laurels that say muff official selection 2026
My short is screening at the Milwaukee Underground Film Festival on May 2nd, and I guess it’s official now that I got this:
Shave and a haircut: two bits. Two bits is a quarter, so a dollar is eight bits.
Eight bits is also a byte. So it follows one byte is one dollar.
People complain about RAM prices but I could buy 32 billion bits for 4000 bits. And the rest is profit.
Am I being pedantic when a poll gives options like “a) daily, b) weekly” and I get hung up that there is a big gap between every day and once a week? What if it’s three or four times a week, what then?
Yeah. I thought about that after playing Virginia, which does some “montage” sequences you rarely see in games.
Some common editing in movies are very rare in games outside of cutscenes because it can feel like an interruption.
A cobbled together picture of two men with large pompadours that are also cats.
When I have to make this distinction, I point out that I personally decided what procedure my proc gen would follow and that procedure was not “imitate the training data”
Or the animated skybox where I run a tool script to bake the animation and then the shader can patch that seamlessly onto the skybox. I’m proud of that from a technical standpoint but it’s unimpressive visually because it just looks like the original animation.
One example there, the trail compositor effect, I turned into a slightly more polished example:
www.youtube.com/watch?v=tnnK...
This is still true.
The goofy shaders frequently dovetail with goofy tool scripts. Like yeah, the shader displays 4096 star positions based on a 64x64 texture but first you have to convert real star data into a 64x64 texture.
Cubesque David
Generating hexahedrons defined by six planes and baking shapes to them.
A pool table and its “reflection” which maybe goes up 90 degrees.
This book on how to play pool gives advice on bank shots that you can imagine where your target would be reflected in a mirror but then completely beefs the illustration like they forgot how reflections work.
www.gutenberg.org/cache/epub/3...
This includes an anecdote of Napoleon sticking pins into a map, “some red and some black.” But I haven’t found specific confirmation of him using blue in place of black.
Magnificent sculpture
Colours match better if you add a WorldEnvironment
Michelangelo’s David but with a head shaped like an egg.
Revising my texture baking tool script for possible inclusion in Godot Egg Tools so you can bake other models to an egg mesh.
I guess it technically would work on things that aren’t eggs but why would you want to?
It could still be a parallel race game if one of them is supposed to be obviously winning.
I did file as issue for this on the Godot repo. It might not be high priority because I don’t think a lot of people have been referencing bone weights in their shaders?
github.com/godotengine/...
I call them floaters
That wizard’s just a crazy old man.
Posted a grid shader
It exposes one weakness with their “Live Preview” that the colours all default to white and you get a white on white preview.
It’s not public anywhere, yet. Maybe I’ll turn it into an add-on.
The appeal to me over bigger vr applications was to have it integrated with Godot. So you import the model you’re animating by dropping it into the scene.
For reasons, I’m reminded to recommend people check out Little Witch Academia if they like shows about magic school
Magnificent
So I added a timeline viewer and onion skinning. I should probably make a whole animation with it next.