Tekijä: aaltis
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We got some world building done
After working around and tweaking with world building we found comfortable flow. Player = your controlled character. ChunkManager = “World Boss”, tracks which chunks to load/unload. ChunkQueue = “To-Do List”, schedules jobs in threads. ThreadedVoxelJob = “Land Sculptor”, makes raw block data. ThreadedMeshJob = “Shape Maker”, builds the 3D mesh. Chunk = holds mesh +…
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Discard libraries, create world and dig in it
After fiddling around with voxeltools sometime i noticed how hord it was to remove blocks, so decided that i have to generate world myself. After making world generator, adding some controller to player for modularity and getting model to turn towards mouse click with digging animation we got pretty good end result: Here is some…
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Lets build blockworld with Voxels
So, this project is imitating minecraft but with isometrics. Thankfully voxels are solved problem and there exists handy tools to create world: Sylan’s Godot voxel addon/plugin. After few hours of toying around i learned how to add plugin/addon. You can either run prebuild Godot Engine that has tools build in or add binaries as GDExtension.…
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So we finally made to animation.
Seems like last times problem was because Deform was not set to legs. Now both move Fine 🙂 I used video: Mark Masters – How To Create Walk Cycles in Blender – The Fastest Method And this handy drawing. First attempt after setting first, second and third contact: After adding down, up and pass position…
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Lets rework our model, and try animation again.
Last time I got model with animation imported to Godot BUT animation was wrong way. I decided to rehash my model: So i removed half of the model, added more definition and mirrored sides to save time and add presision to both sides of model reworked golem: more definition on body and face, took few…
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Lets use animation and mesh in Godot.
When we do export we want to export in glTF file and include animations: in code: we want to use AnimationPlayer included in glb: end result: its backwards 🙂 Blender and Godot use different axis systems: Engine Forward Axis Up Axis Blender +Y +Z Godot -Z +Y Thats what we solve next time.
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Animation: How does walking cycle work?
So, after rigging the model we got to the animation. i used this as a material: SouthernShotty – Walk Cycles in Blender for Lazy People – The Easy Method. Recap: First we align metarig(skeleton) to inside of our model (this is WIP). When skeleton is aligned with mode,we generate (real) rig: after we pair rig…
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Modelling, so fun
So i started this model few days ago and got stuck attempting to make eyes round, figured how Looptool works: Finding finger placements when you don’t model fingers feels silly but that’s how we roll today. good enough: i lost a bone connection: RIGIFY ERROR: Bone ’palm.01.L’: The palm rig must have a parent and…