Michael Jared
Michael Jared
  • Видео 65
  • Просмотров 117 466
A Beaver's Tale Now Released! (Gameplay Trailer)
Hi everyone! If you like cozy and casual games, please go check out "A Beaver's Tale":
store.steampowered.com/app/3047440/A_Beavers_Tale/
(I know many of you are game developers - I am mostly posting this here since I need to link my game's trailer to other websites!)
Thanks for stopping by!
michaeljared.ca/
Просмотров: 364

Видео

Recreating the Pipeline from "The Ascent": V Pipeline (Part 2)
Просмотров 488Месяц назад
Part 2! We take a look at how the pipeline works, and what still remains to be done. Grab it from GitHub here: github.com/bikemurt/VertexPipeline This project takes heavy inspiration from the development process of the game "The Ascent" that was described in this GDC talk. I highly encourage you check it out: ruclips.net/video/FodXp5BkENk/видео.html The idea for face-corner vertex colors comes ...
Open source, vertex based, UBER shader: V Pipeline (Part 1)
Просмотров 716Месяц назад
This project takes heavy inspiration from the development process of the game "The Ascent" that was described in this GDC talk. I highly encourage you check it out: ruclips.net/video/FodXp5BkENk/видео.html The idea for face-corner vertex colors comes from the game "SandWitch Caravan", please go check them out as well! store.steampowered.com/app/1582650/Caravan_SandWitch/ GitHub repo for V Pipel...
Blender-Godot Pipeline V2.4 || Blender Asset Library and Packed Scene Generation
Просмотров 8692 месяца назад
Please support Kenney Assets! Here is the asset kit from the video: kenney.nl/assets/platformer-kit ►discord.gg/UyefbSJ3Hf ►blendermarket.com/products/blender-godot-pipeline-addon ►www.michaeljared.ca Thanks for watching! Wishlist "A Beaver's Tale" now! store.steampowered.com/app/3047440/A_Beavers_Tale/
Hurricane Watch - Gameplay - Brackeys Jam 2024.2
Просмотров 1493 месяца назад
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).
Blender Multiple Bevels with Edge Weights (4.3 Alpha)
Просмотров 1,3 тыс.3 месяца 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 4173 месяца 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 2,5 тыс.4 месяца 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 1494 месяца 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 2394 месяца 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 7824 месяца 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 3,3 тыс.5 месяцев 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 1 тыс.5 месяцев назад
Demystifying Vertex Data (gltf, bgfx and C )
Importing Animations into Godot (the best way!)
Просмотров 3,2 тыс.5 месяцев назад
Importing Animations into Godot (the best way!)
Integrating PROFESSIONAL 3D Assets into Godot 4
Просмотров 2,7 тыс.5 месяцев назад
Integrating PROFESSIONAL 3D Assets into Godot 4
Procedural Generation with Godot 4!
Просмотров 9 тыс.6 месяцев назад
Procedural Generation with Godot 4!
How to Use Substance Painter 3D and Godot 4.3
Просмотров 1,5 тыс.6 месяцев назад
How to Use Substance Painter 3D and Godot 4.3
Blender Godot 3D PIPELINE - V2.0 is Really Good...
Просмотров 3,8 тыс.7 месяцев назад
Blender Godot 3D PIPELINE - V2.0 is Really Good...
Godot 4 Vertex Painter (BUGS FIXED)
Просмотров 7907 месяцев назад
Godot 4 Vertex Painter (BUGS FIXED)
Blender-Godot Pipeline: Navigation Mesh Support
Просмотров 6047 месяцев назад
Blender-Godot Pipeline: Navigation Mesh Support
Making a Zombie: Import Animations into Godot 4 with Blender Non-Linear Animation (NLA)
Просмотров 8587 месяцев 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 6427 месяцев назад
Making a Zombie: Non-Linear Animation (NLA), Mixamo and Rokoko
Making a Zombie: Blender Rigify Tutorial
Просмотров 7667 месяцев назад
Making a Zombie: Blender Rigify Tutorial
Making a Zombie: Texture Baking and Painting
Просмотров 4007 месяцев назад
Making a Zombie: Texture Baking and Painting
Blender How to Fix "Bone Heat Weighting: Failed to find solution"
Просмотров 5 тыс.7 месяцев назад
Blender How to Fix "Bone Heat Weighting: Failed to find solution"
Making a Zombie: UVs and Model Prep
Просмотров 5397 месяцев назад
Making a Zombie: UVs and Model Prep
Making a Zombie: 3D Character Workflow for Godot
Просмотров 1,8 тыс.8 месяцев назад
Making a Zombie: 3D Character Workflow for Godot
Make C++ Games using Godot!!
Просмотров 21 тыс.8 месяцев назад
Make C Games using Godot!!
Custom NavMeshes in Godot 4.2 and Blender
Просмотров 2,5 тыс.9 месяцев назад
Custom NavMeshes in Godot 4.2 and Blender
Blender Timelapse: Subdivision Modeling, Texturing, Animating
Просмотров 1649 месяцев назад
Blender Timelapse: Subdivision Modeling, Texturing, Animating

Комментарии

  • @CPU3pt14159
    @CPU3pt14159 6 часов назад

    thank goodness someone else thinks the nla stuff in blender is stupidly complicated. Not a good system. It all feels like a hack.

  • @xnnocence
    @xnnocence 3 дня назад

    the only thing that helped me was CleanUp merge by distance with a value 0.0005 instead of 0.0001 which is the default

  • @tevii2104
    @tevii2104 8 дней назад

    Is there any way we can convert blenders shaders so it van be used in godot? Like some scrolling lava textures would be so nice to make in ble der u know material maker can convert it to a godot shader but idk about blender

  • @tevii2104
    @tevii2104 9 дней назад

    whats that gotf ur talking about ? and whats the diffrence to multimesh? i think its impotant to know right? thx!

    • @tevii2104
      @tevii2104 9 дней назад

      Also this helped me so much keep up the good work thx so much 🎉

  • @runhidesleepeat
    @runhidesleepeat 13 дней назад

    This! This is exactly what I needed! Thank you so much!

  • @mars3142
    @mars3142 16 дней назад

    Are you planning an macOS release?

    • @michaeljburt
      @michaeljburt 13 дней назад

      Not as of now. I have tried building for macOS, but it did not work. Already sunk many hours into it unfortunately

    • @mars3142
      @mars3142 13 дней назад

      @ Maybe you need to ask for help.

  • @kordanot
    @kordanot 16 дней назад

    I don't see a demo on the steam page

    • @michaeljburt
      @michaeljburt 13 дней назад

      Unfortunately I had to remove the demo because the save files from the demo were causing the main game to not work when people bought it.

  • @alexstone691
    @alexstone691 16 дней назад

    Wish c++ was more supported as gdscript sometimes is really limiting

  • @ElpredatorGYRO
    @ElpredatorGYRO 17 дней назад

    Recalculate normals. Often putting both metarig and mesh at scale 100 helps.

    • @michaeljburt
      @michaeljburt 9 дней назад

      I think scaling to 100 only helps when bringing them into UE. It's been over a year since I have done dev work in UE though, so maybe that has changed

    • @halilibrahimucar3089
      @halilibrahimucar3089 4 дня назад

      This fix my problem. Thank you sir.

  • @DarkShroom
    @DarkShroom 22 дня назад

    gdextension is a real harsh mistress though lol, two days in i'm still working out how to get around bugs needed to learn pointers and macros to save all the typing.... still have bugs now but 2 days of solid coding for my framework itself.... i had good api knowledge already if that sounds fast, if that sounds slow wow you are a hardcore coder.... for me ths is my first serious cpp, i'm trying to do some fluid simulation thanks for the video, i needed a break

    • @michaeljburt
      @michaeljburt 19 дней назад

      No worries! C++ is tough with the use of pointers and references. Luckily Godot has a relatively straightforward use in their code base (and this includes GDextension), namely, that node references use pointers and that resources use RefCounted so that resource management is just handled under the hood.

  • @alighieribosch
    @alighieribosch 26 дней назад

    crazyyy

  • @arachnoden
    @arachnoden 29 дней назад

    Thanks for explaining what we were too lazy to explain in the official video. About how, in my opinion, the implementation is more like a hasty inclusion of beta functionality in the release version.

    • @michaeljburt
      @michaeljburt 27 дней назад

      Well I did much of the implementation and I wouldn't call it hasty :) it was about 10 months in the works. Hans Goudey brought it across the finish line. We went back and forth and several different options, but we went with the absolute simplest version that would meet the requirements. Artists have been asking for this for many years (7 at least). The hope is that base functionality is now here for "edge group beveling", and that add-ons might bridge the gap for some of the kludginess in the UI. Many have been waiting for a geonodes solution, but it just has not been materializing.

    • @arachnoden
      @arachnoden 24 дня назад

      @@michaeljburt This is a great feature, I've been waiting for this feature for a long time myself, but it's very counterintuitive, you have to jump between three different places in the program to do it.

  • @ItzBreakfast
    @ItzBreakfast Месяц назад

    What music used in this video?

  • @grooshka82
    @grooshka82 Месяц назад

    It is perfect Michael! Waited so long for that feature. I was using Vertex Groups before. God, it was a nightmare, because vertices aren't exactly edges, so I had to add some geometry to "divide" the neighbouring vertices. Thank you so much!.

    • @michaeljburt
      @michaeljburt Месяц назад

      Awesome! Yeah many blender modelers were facing this exact issue so I thought I'd try to tackle it!

  • @dainjah
    @dainjah Месяц назад

    It actually fixed some shading issues I had with different bevel weights on the same mesh. Thanks

  • @9DIACONO9
    @9DIACONO9 Месяц назад

    thanks dude!!!

  • @GerlachGaming-rt3gj
    @GerlachGaming-rt3gj Месяц назад

    i've added the launch.vs.json to .vs but there's no debugging option

  • @Made-By-Mercy
    @Made-By-Mercy Месяц назад

    This is the most useful video series ive ever seen. Thank you so much, you saved me so much time 😭

  • @CROXoDyLE
    @CROXoDyLE Месяц назад

    What about making a larger map. Maybe 1000 meters. Would you recommend doing the same thing or a terrain plugin that deals with LOD? I just don’t really know how I would deal with LOD

    • @michaeljburt
      @michaeljburt Месяц назад

      You definitely need a terrain plugin for larger terrains. At a certain point, just loading all the geometry statically will not work

  • @plushieduckytoon
    @plushieduckytoon Месяц назад

    clean up by merge doesn't work, there are no holes on my model, REMOVING THE HAIR DOESN'T WORK!!!! WHAT AM I DOING WRONG!? GIVE ME A SOLUTION TO FIX THIS STUPID ANNOYING ERROR!!!!!

    • @trikgame.
      @trikgame. Месяц назад

      try increasing the number when doing a merge cleanup, it helps me

  • @rremnar
    @rremnar Месяц назад

    If you had 50+ objects, imagine the pain staking work, to do that. I don't recall needing to push them all into NLA tracks, then renaming them, to get them to be all in 1 animation in Godot. In blender, on the gltf export settings, Animation, set the animation mode to Active actions merged. I'd have to test this since it's been a long time since I've done a cell fracture animation for Godot.

    • @michaeljburt
      @michaeljburt Месяц назад

      When you have a blender file with multiple actions spread across different objects, the import pipeline completely breaks down. NLA tracks remedies that. At least this is how it was in Godot 4.2.1 might be better now.

  • @dani3d_b
    @dani3d_b Месяц назад

    I haven’t fully grasped the entire pipeline yet, but you can turn on UV tiles in Blender's Show Overlays option in the UV Map viewport, which makes it a bit easier to understand all the indexing and flooring stuff. Also, is it possible to use your other addon with this pipeline as well? Thanks in advance, man. Your work is very impressive-it brings Godot closer to others professionals softwares

    • @michaeljburt
      @michaeljburt Месяц назад

      Ahh this is an excellent idea, I am screen capping your comment. A visualization on the UDIM tiles is exactly what I need. In theory it should work. The other pipeline is all about level design, collision shapes etc. so I don't think there's any conflict here. This pipeline just uses a particular shader and has vertex data (which is standard for gltf)

  • @spartan5760
    @spartan5760 Месяц назад

    This is an excellent start to building a bridge between Blender and Godot

  • @Flavelius
    @Flavelius Месяц назад

    The problem with these sharp vertex colors is that, even though blender internally doesn't do it in its own mesh model, when exported these create duplicate vertices, and in turn very thin long triangles which are really bad for gpu performance (quad overdraw)

    • @michaeljburt
      @michaeljburt Месяц назад

      It's a good point. Take a look at the vertex data, it's not duplicated, it's just decoupled from the perspective of indexed drawing. The same thing happens when you shade flat or have split normals. Any of these processes splits up the vertex data in the buffers, and reduces the efficiency of indexed drawing. New and old GPUs can handle this very well, so The Ascent's pipeline just greases the wheels on the CPU/GPU traffic for textures and uniforms. The sharp vertex colors allows the model to be lower poly (some people have smooth shaded models with high poly counts to get around this, which in my opinion is not a trade-off that's worth it).

  • @michaeljburt
    @michaeljburt Месяц назад

    UPDATE: Almost immediately after posting this, someone very kindly informed me that although GLTF does not directly include UDIM data, you can still shift a UV map by a whole tile outside the 0-1 range, and then use that to map to a predefined color value: uniform sampler2D trimsheet; const vec3[] colors = { vec3(1,0,0), vec3(0,1,0) }; void fragment() { int color_index = int(floor(UV.x)); ALBEDO = colors[color_index]; NORMAL_MAP = texture(trimsheet, UV).rgb; } Textures still map properly because they repeat! I will likely be reworking this for part 2 :)

  • @zuppasoup3757
    @zuppasoup3757 Месяц назад

    Thank you very much for the amazing tools ! i gonna check it out later

  • @ZorakYT
    @ZorakYT Месяц назад

    I’m working on a menu that would display the Edge groups like Vertex group does. There’s also an operator to create that group and give it a name. So far it should work with your branch.

    • @michaeljburt
      @michaeljburt Месяц назад

      That's awesome! I had a strong suspicion that people within the hard surface community would jump on this and make add-ons to improve the workflow.

  • @czajazz
    @czajazz Месяц назад

    Amazing stuff, thanks

  • @leviathan4367
    @leviathan4367 Месяц назад

    Thank you so much for making this it's super useful for nondestructive hardsurface modeling

  • @therondoshow
    @therondoshow Месяц назад

    Hey Michael - addon looks great! I've been looking for a tight solution for Blender -> Godot and this seems really promising. I wanted to add my two cents though on the origin point functionality: the addon needing to move the origin point to the center of geometry to generate the collision shapes is less than ideal. In many cases (like with these Kenney assets shown in this video), the origin is intentionally placed such that the asset will snap to the floor, or such that assets can snap together perfectly (for example, if you're making a pack of modular building pieces). Moving the origin to the geometry's center of mass makes it much more difficult and less scalable to work with assets. Maybe there's a way to temporarily move the origin to create the collision shape and then set it back? I'd defer to you on the implementation. But wanted to voice this as it's a pretty essential part of the common workflow in the games industry.

    • @michaeljburt
      @michaeljburt Месяц назад

      I hear you entirely on this one. I have already been prototyping a second way of doing collisions, but the problem is that it effectively it requires sending more info from blender to Godot - both the bounding box origin center position and size. This would basically break the current API (and all past versions). I am considering doing this eventually. Aside from the logistics of the add-on API, it is possible to get this info from the add-on - basically the addon sets the object's origin to the center of the bounding box, captures that position, rolls back the origin change, and then send that info to Godot. On the Godot side, the collision shape itself can have the object's BB origin (offset relative to the actual origin, since it will be parented to a Body3D, i.e. the feet example) and it all works great. The problem is just time and effort to get that code in there. The collision solution would need a pretty big overhaul to make this happen.

    • @therondoshow
      @therondoshow Месяц назад

      @@michaeljburt I appreciate that you're continuing to build on the addon! And glad to hear you were already thinking about this. Godot's 3D workflow is a bit maddening in comparison to other 3D engines so tools like yours end up being live savers. Looking forward to seeing progress over time :)

  • @goya5649
    @goya5649 2 месяца назад

    That is awesome work! Do you plan on having it out as an addon/official release?

    • @michaeljburt
      @michaeljburt 2 месяца назад

      Yeah so this is a feature that is merged in blender and will ship with the next release!

    • @goya5649
      @goya5649 2 месяца назад

      @@michaeljburt Awesome!!

  • @JosephDalrymple
    @JosephDalrymple 2 месяца назад

    Could you make a video on your pipeline? These are the types of things that I look for but have a hard time finding!

    • @michaeljburt
      @michaeljburt 2 месяца назад

      Sure! Just take a look on my channel you will find a number of videos on the "Blender-Godot Pipeline".

  • @notthatnda
    @notthatnda 2 месяца назад

    From blender 4.3 onwards, possibly 4.4 the action data block in Blender will be system wide and any number of objects will be able to have tracks in the same animation making this workflow so much simpler.

    • @michaeljburt
      @michaeljburt 2 месяца назад

      Interesting. I did not know that!

  • @JosephDalrymple
    @JosephDalrymple 2 месяца назад

    Subscribed! Been trying to content like this... Specifically on procedural content generation. I'm planning on taking a stab at it myself, and I'm actually somewhat surprised that there isn't more content out there like this. I'd like to eventually create some sort of procedural object generation add-on for Godot that could achieve more complex things like generating buildings (how many floors, rooms per floor, stair cases, unique bottom and top floors, etc...).

    • @michaeljburt
      @michaeljburt 2 месяца назад

      Procedural gen is such an awesome area in game development. Glad you enjoyed it! An add-on would be cool. I agree, there's not too many tutorials out there on it. I feel like the people who are capable of doing it are often too busy actually working on their stuff :) Even this video is a quite simple implementation (with a focus on rendering efficiency)

  • @Ignawesome
    @Ignawesome 2 месяца назад

    Setting individual origins seems very useful for those of us who like to import whole asset libraries into godot and saving the meshes to their own files.

  • @lemied23
    @lemied23 2 месяца назад

    when using blender 4.2 I had a similar experience with the shaded viewport slowing down.for me at this usually happens the when i open blender and switch to shaded view for the first time.after that it kinda speeds up on its own again.IDK why its like that.But i switched back to 4.1 for these minor issues.Things you don't notice till u look for them

    • @michaeljburt
      @michaeljburt 2 месяца назад

      Right. Well good to know it's not just me. It's funny it didn't happen during the video, but I believe you're right. It happens when switching for the first time and I must have already done it

    • @lemied23
      @lemied23 2 месяца назад

      @@michaeljburt maybe it's the code behind the software.i feel like it's supposed to be a way of optimizing blender, like it cache's existing materials the first time for future reference in that session . But it might also be a bug for certain users cause most blender tutorials I've seen don't seem to have this problem

  • @for-the-sake-of-it
    @for-the-sake-of-it 2 месяца назад

    14:00 I had the same issues "cpp:345 - Condition !is_inside_tree() etc." get introduced to my import plugin going from 4.2 to 4.3. It was from accessing global_position of a node while it was outside of the tree. Funny enough I wasn't even using the var, just a leftover debug print causing me grief Since the scene is not in the tree when you are not currently editing it, maybe that will solve the needing scene open issue, though it's that not that big of a deal IMO

    • @michaeljburt
      @michaeljburt 2 месяца назад

      Interesting. Thanks for your comment! Yeah this one has caught me a few times. I am not sure if I totally understand why some properties are accessible outside the tree and some not.

    • @for-the-sake-of-it
      @for-the-sake-of-it 2 месяца назад

      ​@@michaeljburt "World3D space (global) Transform3D of this node." this the description of global_transform from docs, so I'm guessing it can't access the World3D. I've been getting errors from other scripts when trying to get_tree() from outside the tree. So it probably comes to that, can't access parts of the tree when the node isn't inside. I was able to reconstruct my scenes accurately using just the local position, so it's probably a quick fix if your worried about. Anyway, cool plugin man! Interesting to see the different work flows

  • @chaosmachines934
    @chaosmachines934 2 месяца назад

    hmmm sounds so useful

  • @VijayKotekal
    @VijayKotekal 2 месяца назад

    Can I pain texture?

    • @michaeljburt
      @michaeljburt 2 месяца назад

      No, this is only for vertex psinting. Generally you would do texture painting in Blender or Substance Painter 3D (there are others too)

    • @VijayKotekal
      @VijayKotekal 2 месяца назад

      @@michaeljburt means I use android editor I don't have pc, so I asked...!

    • @TheRealFame
      @TheRealFame Месяц назад

      Are you still updating the project! I've been wanting to use this with csg nodes, And mesh instances! I was gonna create a shader to take an RGB color and shift whatever color was painted on, To a specific texture on the ground. I really have no clue how I'd make a map in blender or if it's viable for my game.

  • @GlitchingMind
    @GlitchingMind 2 месяца назад

    Step 1: Delete The Cube Step 2: Add A Cube

  • @oneapp777
    @oneapp777 2 месяца назад

    Great video, can you share the code you do use to make the bricks wall?

  • @MoogieSRO
    @MoogieSRO 2 месяца назад

    I enjoyed this series, thanks for uploading it. I picked up some tips about NLA that I wasn't aware of before. For a better-looking end result, I've found that lerping the movement direction as well as the rotation is better than only lerping the rotation. Since your character changes its move direction immediately, the animation still looks like it's sliding while the rotation of it is still catching up. Does that make sense? This is how I addressed that in my own project: #Player rotation smoothly interpolated between existing rot + target rot var target_rotation_y: float = atan2(-input.x, -input.y) rotation.y = lerp_angle(rotation.y, target_rotation_y, delta * angular_accel) #Movement direction smoothly interpolated between existing dir + target dir var move_direction: Vector3 = Vector3(-sin(rotation.y), 0, -cos(rotation.y)) velocity += velocity.lerp(move_direction * max_mov_speed, delta * accel) (Note: I had to flip the sign of the input and the sin and cos because my character walked backwards without it for some reason!)

  • @MoogieSRO
    @MoogieSRO 2 месяца назад

    I like your style. Shame these videos don't have more views. Sidenote: I've never heard someone pronounce it "ridge-ify" before. Is it not "Rig-ify", because... rigging?

    • @michaeljburt
      @michaeljburt 2 месяца назад

      Yeah just slip of the tongue there. Oops. "Rig"-ify very much makes sense.

  • @ИгорьЛимов
    @ИгорьЛимов 2 месяца назад

    why wouldn't you just use triplanar textures?

    • @michaeljburt
      @michaeljburt 2 месяца назад

      Yeah you could. It's not exactly the same. This is a cube projection UV mapping. Triplanar is based on world coordinates.

  • @buzzbuzz20xx
    @buzzbuzz20xx 2 месяца назад

    Wow ! loved watching this.

  • @KavyaBommakanti
    @KavyaBommakanti 3 месяца назад

    Can I export it in the form of multi mesh with the textures ?

    • @michaeljburt
      @michaeljburt 3 месяца назад

      Yeah you can do multimesh with textures, it's just you have to be careful about how the UVs are mapped and understand that every mesh in the MultiMesh uses the same material and textures set.

  • @mrlyoy
    @mrlyoy 3 месяца назад

    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

    • @michaeljburt
      @michaeljburt 3 месяца назад

      Hi there. Cameras and lights are supported in the gltf format by default. My addon doesn't provide any additional functionality for lights or cameras.

  • @ExplodingImplosion
    @ExplodingImplosion 3 месяца назад

    “Classic game” 💀 yeah THE classic game

  • @kardrasa
    @kardrasa 3 месяца назад

    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.

  • @kardrasa
    @kardrasa 3 месяца назад

    I realized the samee thing when I made pong! It was truly a profound realization