- Видео 60
- Просмотров 89 819
Michael Jared
Канада
Добавлен 15 июн 2009
A guy who makes (digital) stuff
Hurricane Watch - Gameplay - Brackeys Jam 2024.2
Play here on itch: michaeljared.itch.io/hurricane-watch
Submitted for the Brackeys 2024.2 Game Jam.
Any feedback is welcome, either here on RUclips or itch would be excellent.
It was made in 4 days and honestly I had a lot of fun making and *playing* this game.
(Inspired by Pong? Probably. See my recent video. I started this project just a couple days before that re-creation).
Submitted for the Brackeys 2024.2 Game Jam.
Any feedback is welcome, either here on RUclips or itch would be excellent.
It was made in 4 days and honestly I had a lot of fun making and *playing* this game.
(Inspired by Pong? Probably. See my recent video. I started this project just a couple days before that re-creation).
Просмотров: 97
Видео
Blender Multiple Bevels with Edge Weights (4.3 Alpha)
Просмотров 18314 часов назад
Jump to 2:00 to see the actual feature in Blender UPDATE: This feature is now merged into main. You don't need to be on the bevel-edge-attributes branch to preview this feature. A quick how-to: - cloning blender - building a dev branch - using the new "bevel edge weight feature" I've been tinkering with this feature for about 8 months, and it's finally finished (with much help and advice from B...
I cloned pong (and why you should too)
Просмотров 36916 часов назад
See the code here: github.com/bikemurt/pong Note: there is no license attached to this. This is for educational purposes only. michaeljared.ca/ Thanks for stopping by!
Blender-Godot Pipeline V2.3 - Geometry Nodes Support (and more!)
Просмотров 1,8 тыс.28 дней назад
Discord discord.gg/UyefbSJ3Hf Wishlist "A Beaver's Tale" now! store.steampowered.com/app/3047440/A_Beavers_Tale/ Grab the Pipeline addon here: blendermarket.com/products/blender-godot-pipeline-addon Godot Asset Library add-ons: godotengine.org/asset-library/asset?user=michaeljared Gumroad: michaeljared.gumroad.com/ Blender-Godot Pipeline Version 2.3: - geometry nodes workflow - includes support...
We Have a Discord! (No more Twitter DM support)
Просмотров 135Месяц назад
Discord discord.gg/UyefbSJ3Hf Wishlist "A Beaver's Tale" now! store.steampowered.com/app/3047440/A_Beavers_Tale/ Fixing the "Download PC" Button on steam: x.com/_michaeljared/status/1822708113167773874 Quick update video on the demo for A Beaver's Tale and my new Discord channel. Grab the Pipeline addon here: blendermarket.com/products/blender-godot-pipeline-addon Godot Asset Library add-ons: g...
A Beaver's Tale - Demo Trailer - Steam
Просмотров 185Месяц назад
A Beaver's Tale demo is available now on the Steam store! store.steampowered.com/app/3047440/A_Beavers_Tale/ Ever wondered what it's like to be a beaver for a day? Watch the trailer to see! #gamdev #indiedev #indie #cozygames #cozy Join the Discord: discord.gg/QCrfQwMe Twitter: x.com/_michaeljared Thanks for stopping by! www.michaeljared.ca/ CREDITS: Writing by zorkie zorkie.itch.io/ 2D art com...
Blender-Godot Pipeline - Static Body Animation Workflow
Просмотров 527Месяц назад
Wishlist "A Beaver's Tale" now! store.steampowered.com/app/3047440/A_Beavers_Tale/ Just a quick video showing the workflow for animating StaticBody3Ds using the Blender-Godot pipeline addon. This has been a pain point for a while, and it stems from the fact that the addon does a lot of "magic" under the hood in reparenting nodes so that collisions are auto-generated. This can break animation pa...
Fast 3D Level Workflow: Blender Godot Pipeline V2.2
Просмотров 2,5 тыс.2 месяца назад
Wishlist "A Beaver's Tale" now! store.steampowered.com/app/3047440/A_Beavers_Tale/ Example project: github.com/bikemurt/godot-pipeline-v2.2-example Asset pack: opengameart.org/content/3rd-person-blender-sci-fi-pack Grab the Pipeline addon here: blendermarket.com/products/blender-godot-pipeline-addon 1:36 GitHub example project 2:15 In-game level overview 3:17 Godot editor level overview 3:22 Op...
Demystifying Vertex Data (gltf, bgfx and C++)
Просмотров 7662 месяца назад
Wishlist "A Beaver's Tale" now! store.steampowered.com/app/3047440/A_Beavers_Tale/ Let's take a look at vertex data using GLTF (just as a framework for analysis), and an example from the bgfx C rendering library. My blendermarket stuff: blendermarket.com/products/blender-godot-pipeline-addon Godot Asset Library add-ons: godotengine.org/asset-library/asset?user=michaeljared Gumroad: michaeljared...
Importing Animations into Godot (the best way!)
Просмотров 1,3 тыс.2 месяца назад
Wishlist "A Beaver's Tale" now! store.steampowered.com/app/3047440/A_Beavers_Tale/ Speed-running animation and exporting from Blender/importing into Godot. NLA tracks are your friend! My blendermarket stuff: blendermarket.com/products/blender-godot-pipeline-addon Godot Asset Library add-ons: godotengine.org/asset-library/asset?user=michaeljared Gumroad: michaeljared.gumroad.com/ michaeljared.ca...
Integrating PROFESSIONAL 3D Assets into Godot 4
Просмотров 2,3 тыс.2 месяца назад
Wishlist "A Beaver's Tale" now! store.steampowered.com/app/3047440/A_Beavers_Tale/ Godot 4 is a very capable 3D platform, and building out a 3D pipeline centered around Godot is pretty easy. Grab the Pipeline addon here (free updates for life, so don't worry that a new version is coming soon!): blendermarket.com/products/blender-godot-pipeline-addon 00:10 Introduction 01:05 Basic scene import (...
Procedural Generation with Godot 4!
Просмотров 8 тыс.3 месяца назад
Wishlist "A Beaver's Tale" now! store.steampowered.com/app/3047440/A_Beavers_Tale/ A small demo testing out some procedural bricks in Godot 4.3! Play the Tiny Glade demo, it is very fun: store.steampowered.com/app/2198150/Tiny_Glade/ 00:50 Tiny Glade procedural generation review 03:21 Quick demo of how the Brick scene works 05:35 Explanation of the procedural algorithm 07:50 The "magic": using ...
How to Use Substance Painter 3D and Godot 4.3
Просмотров 1,1 тыс.3 месяца назад
A quick tutorial on how to do a PBR workflow with Substance Painter 3D, Godot 4.3 and (of course) Blender! Play "A Beaver's Tale" for free in your browser: michaeljared.itch.io/a-beavers-tale Please leave a review or a comment, good or bad! Get the Blender-Godot Pipeline add-on from my blendermarket page: blendermarket.com/products/blender-godot-pipeline-addon Take a look at the documentation p...
Blender Godot 3D PIPELINE - V2.0 is Really Good...
Просмотров 3,3 тыс.4 месяца назад
Wishlist "A Beaver's Tale" now! store.steampowered.com/app/3047440/A_Beavers_Tale/ Hot Reload is here in version 2.0 of the Blender-Godot Pipeline addon! This should make workflows faster and more seamless. CHAPTERS: 00:00 Intro 03:33 Basics and Collisions 10:58 Scripts & Materials 15:35 Script Parameter File 19:25 Instancing (Assign to Mesh Feature) 23:31 Composite Collision Shapes 28:04 Multi...
Godot 4 Vertex Painter (BUGS FIXED)
Просмотров 5534 месяца назад
v2.0 includes a new painting algorithm. Thanks to Cory from TokisanGames for bringing it to Godot!! _michaeljared/status/1787020920751579407 Play "A Beaver's Tale" for free in your browser: michaeljared.itch.io/a-beavers-tale Please leave a review or a comment, good or bad! It really helps me improve :) Get the blender add-on from my blendermarket page: blendermarket.com/products/bl...
Blender-Godot Pipeline: Navigation Mesh Support
Просмотров 4804 месяца назад
Blender-Godot Pipeline: Navigation Mesh Support
Making a Zombie: Import Animations into Godot 4 with Blender Non-Linear Animation (NLA)
Просмотров 4694 месяца назад
Making a Zombie: Import Animations into Godot 4 with Blender Non-Linear Animation (NLA)
Making a Zombie: Non-Linear Animation (NLA), Mixamo and Rokoko
Просмотров 3474 месяца назад
Making a Zombie: Non-Linear Animation (NLA), Mixamo and Rokoko
Making a Zombie: Blender Rigify Tutorial
Просмотров 4584 месяца назад
Making a Zombie: Blender Rigify Tutorial
Making a Zombie: Texture Baking and Painting
Просмотров 2094 месяца назад
Making a Zombie: Texture Baking and Painting
Blender How to Fix "Bone Heat Weighting: Failed to find solution"
Просмотров 2,3 тыс.4 месяца назад
Blender How to Fix "Bone Heat Weighting: Failed to find solution"
Making a Zombie: 3D Character Workflow for Godot
Просмотров 9184 месяца назад
Making a Zombie: 3D Character Workflow for Godot
Custom NavMeshes in Godot 4.2 and Blender
Просмотров 2 тыс.6 месяцев назад
Custom NavMeshes in Godot 4.2 and Blender
Blender Timelapse: Subdivision Modeling, Texturing, Animating
Просмотров 1616 месяцев назад
Blender Timelapse: Subdivision Modeling, Texturing, Animating
Beaver Game Devlog #2: State Machines in Videogames?
Просмотров 3486 месяцев назад
Beaver Game Devlog #2: State Machines in Videogames?
A Beaver's Tale: Very Early Dev Gameplay
Просмотров 2686 месяцев назад
A Beaver's Tale: Very Early Dev Gameplay
Blender-Godot Pipeline: Breakdown of Collision Options
Просмотров 1,2 тыс.7 месяцев назад
Blender-Godot Pipeline: Breakdown of Collision Options
Hi, your addon is really helpful but I can not export simple locator , Camera or Light... i export a mesh with a single Vertex instead
“Classic game” 💀 yeah THE classic game
There is something really engaging and thrilling about the bouncing ball and tracing its direction to make sure you can catch it. Then I think of most games I play and Im asleep at the wheel most of the time and there are 30 layers of unnecessary complexity.
I realized the samee thing when I made pong! It was truly a profound realization
Great series! Thank you!
random question, how do i get that thing in the bottom right that tells me xyz, size, objects, primitives and draw calls? also, video gud, informative :v
I think the three little dots in the 3D viewport and then near the bottom there's a Stats button
thankyou, thats gonna be a really useful tool to have on screen
Maybe this is just being totally new to 3D, but why a StaticBody over an AnimatableBody in godot? I thought you didn't want to move a static body at all?
AnimatableBody technically is a StaticBody, just has that field which allows synchronizing to a physics frame (which I'm not sure what that does precisely. Maybe animation frame times have no coupling to the physics frame by default). I need to add AnimatableBody to the pipeline. It wouldn't break anything else at this point, just another body type
cool
Nice work!
Amazing video!
Oh wow this looks awesome
Very nice!
Nice!
Hey man I've been following along as I start my 3D journey in Godot and I was wondering if you could answer a few questions. Is this addon only good if I want to use Blender for the world building? I found an addon called Asset Placer for Godot and it works really well at allowing me to build levels with assets I've imported. Also, I've learned how to write import scripts to do specific things to my assets but I haven't tried collisions yet. Is this addon better for adding collisions to assets or would an import script on all the assets do fine? Thanks!
Hi there! So there's two main usecases for this add-on. 1) is level design in Blender. 2) is designing entities (like props) in Blender. In both cases you can author collisions, assign scripts, and do lots of other things. Really I would only say people should use it if they are interested in designing in Blender rather than composing things in Godot. I could give a much longer answer but that's the short version :)
And just to add one more though. I absolutely encourage people to play around with import scripts. Of course, that's what this add-on does, but the import script has a few stages and does lots of different things. It might be overkill for some folks if they just need some very minimal import tooling.
@@michaeljburt Hey thanks for the reply! Yeah I find Blender to be clunky for more than just editing some assets I already have because I'm a complete beginner to Blender. I have a couple of import scripts that do different things for me in Godot. The main one I have is to remove the textures on import and assign a texture resource that I have to all my assets which use that particular texture. Then I can edit the texture resource in Godot and it updates all the assets using it. And if I ever wanted to adjust one or two assets differently I just make them unique. Probably my biggest gripe about 3D workflow inside of Godot is not being able to just apply different textures to assets because they are Node3D when you drag them into the scene. I do something similar with collisions. Your tool looks very helpful for the more Blender savvy users though!
спс
Great video! Anyway, I have a problem. Whenever I do texture painting, what I paint is regularly repeated on the object. So when I paint one circle with a brush, fifty more appear on the terrain. Can you think of what it could be?
I think I fixed it by using the "value" modifier in shading instead of scaling the UV in the UV Editing tab. Guess this should be the norm instead of my ghetto solution?
Sounds like a UV mapping issue
invites are invalid on youtube and steam, is it possible to get a fresh one? looking for support with the blender to godot pipeline after the humble bundle.
Ahhh that's a blunder on my part now... link in the comment should be fixed now, and I will begin fixing the others Thanks for the heads up!
Question: can't you just get the image textures out of substance painter and then slap them into a godot material, rather than going back and doing all that blender workaround? Is there a specific reason you do it this way?
Yeah that totally works. I just like doing the complete gltf export from blender that has the mesh, material and textures all together.
@@michaeljburt okay! thank you that's helpful. and i do get it, no giant mess of extra material files
How did you get your breakpoints working? Ive got debug symbols = yes, but it keeps saying how symbols have not been loaded. Perhaps a mismatch with the msvc compiler and scons which uses a different one?
Just commenting here for posterity - it seems the issue was using the mono version of the engine. You can still build and run, but no breakpoints.
The game has really cool features. I especially like building system. It need some polish though. Some pseudo background to fill the void would do the trick I think
Good idea. I will try to get that into the final release!
bobr kur*a
how does 14 have any significance with the 8 vertex. 8 + 6 faces?
Depends on UV mapping and how normals are split. In the simplest case, with smooth normals and no UV mapping, there's 8 vertices in the GPU. Depending on how you break up your UVs, some verts will share UV coords and some won't.
great addon, can you update to blender 4.2? turns out I can't go back to normal eevee hehe
If I ever get time then an update will be coming! A few things have changed, so I really need to test it well.
@@michaeljburt is there a way to setup on blender what meshs should be unwraped for lightmaps on import?
@@dani3d_b it's definitely an idea to consider. I will try tinkering with it
Really appreciate this, thanks
plz help i cant download the add-on it
If you're using the old test repo, that's way out of date. The way to get it now is from blendermarket
2000 aaah scott cowthon game
cool
🦫🦫🦫💦🎉
Damn, where's the Beaver's Tale trailer? I saw it on steam and wanted to share with my friends but I guess the trailer isn't on youtube?
I think I might be doing a bad job of marketing 😢 but it is in my backlog of things to do! Hopefully will be up soon.
@@michaeljburt Haha, it's all good. Marketing rarely works anyway, even when it's done perfectly it usually just feels like screaming into the void. I saw the game in "recent games" in the Steam store, and thought "my friend will love this, I gotta send her the trailer." I joined your discord btw. 👹
I need a video on making my own class in gidot. Lets say i want plants. And included in plants are grasses flowers and trees. Do i just make a 3d node and script it as "plant" and then make 3d node children for it for the grasses flowers and trees?
I would look up "association" vs "inheritance" if I were you. The scene tree is technically composed (via association of children to parents) and classes are inherented, e.g a MeshInstance3D inherits a GeometryInstance3D so it gets all the stuff that GeometryInstance3D has. You can build your own classes using the "extends" keyword and giving it a "class_name" at the top of your gdscript file.
@@michaeljburt ok thank you
When you say to click "use this template" and later you refer to this as "downloading it", do you mean to use "use this template -> create new repository", "use this template -> open in a codespace", or "<> Code -> Download ZIP"? I am so immensely lost.
Hitting "use this template" is effectively the same as a fork, except it cleans the git history so it doesn't take as much space (you typically don't care about the repos history for template-like repos)
Dude, I wish there was a stronger form of like button for the amount of pain you have saved me with those tips! Well done!
Thank you so much for the constant updates!
I hate adobe but substance painter is such a good sofware, i wouldn't be able to work without it.
I ditched it recently. Adobe was just too aggressive. I'm trying out other texturing workflows. We'll see how that goes.
Hey i got the addon from the "Blender Market's Essential Game Modding Toolkit " bundle. I wonder if it gets updated?
Hey there. I can get you the update, you just have to DM me on Twitter @_michaeljared
I wonder if that shader could be used to create dynamic (undecorated) buildings from a single mesh 🤔
In my experience procedural gen will always be a mix of batching draw calls and messing with shaders that effectively get instanced somehow. But as long as you stick to those two constraints the sky is the limit! It's something I 100% want to investigate more.
@@michaeljburt I’ve got the city kit from Synty, would be handy for placeholder models
Dude amazing addon, only just heard about it from the humble bundle, wish I'd known sooner!
Tool scripts are magic! I do wish they would style utility bools as buttons (maybe detect if the setter actually sets anything)
Yeah that would be a really nice optimization... The bool/setter hacks is perfectly fine, but just not as pretty as it could be
Thanks, this was something I was wondering about!
Great headsup, thanks! I'm pretty obsessive about adding empties everywhere so this just reinforces that >.< I'm in ecs/engine mode atm but your work is making me look forward to getting back to content pipeline.
Not all heroes wear capes. Great job. I hate that export from Blender to Godot. It seems like unnecessary fluff to get it working. This is a real pain with multiple assets in the same Blender file. I think (but don't quote me), Godot reccoments not scaling the collision meshes. I've never understood why, but it's probably to do with how it does it's collision detection. Always seemed to be OK, but you never know eh ?! Also, question for you. Do you know a way to import all objects from a Blender scene as individual objects? ie they are positioned at 0,0,0 so I don't have to export them individually? Humble Bundle bought me heere, and I'll be downloading this for sure!
Thanks! And that's correct, we shouldn't scale collision bodies (or shapes) in Godot. My more recent videos take a closer at this in terms of proper workflow
You know, importing every object at 0,0,0 is an interesting idea. I'm wondering if I should include that as a checkbox in the add-on that you can apply to a whole bunch of meshes if you want. Otherwise, I have no idea how to get that done
@@michaeljburtYeah, the whole "export individually" really gets on my nerves ! I mean, you can bring them in, localise them and reset their position. But that's still a pain in the arse if you have dozens of assets. Anyway. Keep up the good work. There's people that appreciate you around here 😊
I don't understand why do you say it's free, though clearly it says 5+ CAD
It's on GitHub
On gumroad it say's you need to pay 5$+ when in the video op says it's free?
It's on GitHub, I tell you in the video. You just gotta watch it
The addon is really helpful so far. I was wondering wheter or not if it is possible to only export deformation bones when exporting an armature?
Gltf natively supports armatures, weight paints, animations , etc. so I see no reason why exporting the armature in isolation wouldn't work. I haven't personally tried it though.
I think two more changes would make this feature complete for me, and able to replace my current workflow as it is: 1. Path Setter allowing a "Scene" parameter so you can replace the entire object with a Godot scene 2. Allowing Path Setter to work on linked scenes (In Blender, File > Link...). These objects still import into Godot, but they have Node3D as a base with none of the addon configurations.
These are good ideas. Another thing I've been thinking about leveraging Blender's asset drawer, and having fully kitted "game entities" that can just be dropped into a scene for composition. Then your proposal of having an object just come in (when importing into Godot) as a packed scene instantiation, the path having been already tagged in blender with that kit, makes a heck of a lot of sense.
For my use case, just having 1. replacing with an existing scene would be perfect.
Thanks man!
What I would love is an ability to set it up on the Blender side so that it auto exports to Godot, without having to click that button. Dunno if Blender's API has the ability to detect stuff like this, but basically automatically export it whenever Blender's main window loses focus.
So I don't think we should push it to an "auto update" feature(I'm also not sure if it's possible). Exporting a GLTF or saving a .blend file can be a resource intensive process. And trying to do that every time we tab might slow down the system a lot. So basically your options are to set up a one click export (using the add-on Export button) or hit Ctrl+S to save the .blend and import that way.
Worked great! Thank you for sharing. Wishing for more C++ content in the future. I start today, leaving Unreal Engine behind.
I tried to clean up by merge distance from 0001 to 001. But it still not work. I already check my mesh in detail, there is not any holes on the mesh. What happen to my mesh.
Merge by distance doesn't always fix it. A hair mesh will often mess it is up, that's why I recommend separating it, and then weight painting it separately
Look very cool, should try it, Is it a solution if alls animations made in blender are on dummy object, like empty parents. Does it break ?
I've actually never tried parenting animations to an empty- so I'm not sure! But it's on my backburner of things to try