- Видео 5
- Просмотров 34 350
Flyn San
Добавлен 28 дек 2006
Your run-of-the-mill Godot enthusiast
Imphenzia PixPal Everything with the Blender Asset Library
Use the Imphenzia PixPal palette in all your projects easily with the use of the Blender Asset Library.
If you'd like to see how to seamlessly use assets made with this palette in Godot, check out my video here ruclips.net/video/A3XWTFI1Eik/видео.html
Download the palette from imphenzia.com/
CG Essentials video link ruclips.net/video/CdYz9oLuAOI/видео.html
Intro (0:00)
Download the palette (0:25)
Set up the asset library (0:47)
Using the asset library (2:06)
If you'd like to see how to seamlessly use assets made with this palette in Godot, check out my video here ruclips.net/video/A3XWTFI1Eik/видео.html
Download the palette from imphenzia.com/
CG Essentials video link ruclips.net/video/CdYz9oLuAOI/видео.html
Intro (0:00)
Download the palette (0:25)
Set up the asset library (0:47)
Using the asset library (2:06)
Просмотров: 1 482
Видео
Automatic Imphenzia PixPal Import Material Setup in Godot 4
Просмотров 1,1 тыс.11 месяцев назад
If you're using a custom Blender material it won't import into Godot correctly. This video demonstrates how to work around that issue without any user input required. All materials will 'just work'. Download the addon here: github.com/Flynsarmy/gd-pixpal-tools-addon To easily use this palette in any Blender project see my video here ruclips.net/video/gREJqXnc0pg/видео.html Intro (0:00) Blender ...
Importing Synty Modular Fantasy Heroes into Godot 4
Просмотров 6 тыс.11 месяцев назад
This video demonstrates how to get the Synty Modular Fantasy Hero pack working in Godot 4. It covers both the characters themselves as well as the weapons. Get the helper scripts here: github.com/Flynsarmy/gd-synty-fantasy-heroes-import-scripts Intro (0:00) Setup (0:43) Import characters into Blender (0:59) Import weapons into Blender (3:03) Import assets into Godot (3:59) Characters setup in G...
Interact with Objects in your World in Godot 4
Просмотров 16 тыс.Год назад
A complete tutorial on character interaction in a 3D world in Godot 4. Demo repo available here github.com/Flynsarmy/gd-interactable-demo Character and animations used is Kachujin G Rosales from Mixamo Intro/Outtro Castle village scene by BlackSpire Door came from Modular VIllage Pack by fertile-soil Chest by Shedmon Intro (0:00) What we're making (0:45) Setup (2:05) Interactable component (2:2...
Reusable Animation Libraries with Godot, Blender and Mixamo
Просмотров 10 тыс.Год назад
This video demonstrates a very simple workflow for creating animation libraries in Godot that can be reused on multiple characters. I'm using mixamo animations in the video but it should work on any animations you can set a bone map for. Mixamo Root blender addon: github.com/finepointcgi/Mixamo-Root Thanks to GDQuest for the environment my characters are standing in during the intro and outro. ...
Thanks for this video. Very useful!
When I mentioned the controller in the PlayerInteractor script in the following bit of code: func _ready() - > void: controller = player It is giving me an error "Identifier controller not declared in the current scope." Does anybody know why? **Note:** I am using ver 4.1.2 stable.
It fixed itself when I restarted godot
Do you have a tutorial on the code that plays the highlight effect? As you didn't open the function for it in the video
Amazing tutorial. But I still have two questions: 1. When you said you "painstakingly set the skeleton bones" for the blender meta-rig, what process you had to do? 2. It is more productive to use a Mixamo rig as a base for creating my characters and animations, or is it better to use the blender meta-rig? The reason behind these questions is: I need to use Mixamo animations for general purpose animations, but I prefer to model my own characters and create some specific animations for them.
how did you add the signals
Thank you so much!!!
Great tutorial
It's saying I can't convert cast area 3d with "closest = interactable as Interactable" line, does anyone know what this is? for reference my code is exactly same in the tutorial, the layers, the project setting layer 2, made sure it matched up with exact measurements and area3ds, names, and boxshapes, still give me that error. Using 4.2 stable
I found a fix, for those that doesn't detect anything, the Character should be mask 2 and the object layer 2
your actually such a legend. thanks so much for this fix, game dev is tricky like that sometimes
What a great tutorial. Super way of explaining. I hope you will make more tutorial about Godot animation.
In the Interactor script, I get an error that says: Invalid cast. Cannot convert from "Area3D" to "Interactable". Does anyone know the solution to this?
same issue
If I recall you need to change your interactable script to extend from Area3D. I had the same issue and realized I didn't make that change either when I made the script, but it was done in the video
Extremley useful!
Could you please walk through the other functions/how to set up the omnilight/highlight for the chest scene?
Thanks! New subcriber here.
This is a fantastic tutorial! And the scripts on top of it 🍒 THANK YOU so much 🧡 (sent you a small donation)
Thank you so much!
super useful info, thanks.. its amazing how powerful godot is to make these animations work on totally different bones.. this saves me heaps of work.. Now i just have to figure out how to master Animation Trees to blend animations like run + shoot or jump + shoot
What on earth was screaming in the background
My baby girl! Mum was looking after her.
Hey! I saw this video and everything is working great! However I am having some issues when my player interactor detects an interactable. It says in the code that I can't call method 'duplicate' on a null value and my game crashes. Is there anything I could do about this? Thank you very much and great vids <3 I wish for a great future for your channel!!
Thanks for the kind words. Try downloading the sample project in the description. It should be working.
very nice! thanks for the great tutorial. really loved the animation library part. I saw someone's project once and they hand library of animations like that. now I know :)
this video is amazing. Thank you!
This is really awesome. I'm just wondering, could one extend this to picking an object up and having that object attach to an anchor point on the player? I've got a little raccoon and I want him to be able to carry objects in his mouth. Would you need an extra signal for when you have a held item that prevents you from interacting with anything else? In there I'm imagining you could set the interactable to whatever is currently being held, and hitting interact again would drop the item? Just trying to imagine how to structure it all, it's kind of state machine-y. But regardless, thank you for the tutorial, super helpful!
I have 0 idea how im going to get this to work on android 😂
Thank you SO much! Saved me A LOT of time! 🙏 🙌
I've followed the tutorial to the letter with the slight alteration of changing out the character controller reference for a rigidbody3d as I just have a capsule player at the moment. And despite checking and recchecking my collision layers and maps, the function get_overlapping_areas() returns an empty list always. I'm not sure what to try next as I'm fairly new to godot.
There's a demo repo in the description you can download where everything should be working. Give that a try and compare it to your current project.
If i have different size of characters or weight paint it’s be working?
Great tutorial video, in fact this is the only one I could find to help me solve my problem! The only thing is I'm getting an error in my Interactor base class's get_closest_interactable function where I try to cast interactable as an Interactable type. It says I can't convert from Area3D to Interactable, but I even tried using your script verbatim and I still got the error. Any ideas? Edited to say: I think I solved it, for some reason I created the Interactable node as a child of Node3D instead of Area3D. After I fixed it, saving and closing followed by reopening the project made the error go away.
Great video. Thanks for sharing.
someone help me to change it to using raycast...
For this to work, you need blender 4.0+
Criminally under-rated channel, 2 of your videos saved me a hundred hours of learning -- and this interaction system is superior to anyone else's, -- most people try to do it with ray casts -- I implemented this in my own project weeks ago, and came back just to say how helpful it was.
Would be awesome to see the process of adding the bones to a non-mixamo, like synty assets. 8:00
Each synty pack has slightly different bone structure and names so there's no universal bone map. That may have changed since the release of their animation packs though. I've noticed they're slowly going through every pack and redoing the characters. In any case the process is exactly the same - you import the character, create a bone map and just match the synty bone names to the godot bones.
@@flynsarmy I'll need to look up some other documentation on how to do that. This was the first I've actually come across a bone map. Thank you for the reply!
@@flynsarmy I played around with it a bit and read up on the documentation. In retrospect, what I was asking was to see you click on the bone map and assign each one. For my use case, it seems to work fine automatically. Though the fingers have 4 bones instead of 3 so not sure what to do on that but I am not doing any hand animations at the moment so Ill cross that bridge later. The root motion is throwing me off a bit. Somehow they now just run in place, which is good but the issue is that the characters lack a root motion bone so I cant use root motion at all. Something to learn later I supposed as getting any animation looks way better than my old t-pose or root motion unaware teleporting back at end of animation.
Upon more testing, if I add the root motion bone to "Breathing Idle" then the feet slip. But I think for my use case, I can just use this tool to combine them into libraries and not add the root motion for now until I figure out what's going wrong there. The biggest thing for me was learning of the bone mapping. Thank you again for this video!
Would love a tutorial on how you got them animated! I'm more of a programmer than an artist and have struggling a lot with this!
Are you asking where I got the animations from? They're just from mixamo. I have a tutorial here on how I created the anim libraries ruclips.net/video/xGHgA5oftxY/видео.html
@@flynsarmy I was asking how you got the animations to actually animate the models. I found that video after I made this comment and will try it out soon! Thank you very much for the reply!
I have a problem when I import the weapons. The weapons are scattered all over the place and are quite small. How Can I fix this ?
Hmm. Not sure, I don't have this problem. Did you use the same FBX import settings as the characters? Make sure you have those armature checkboxes checked.
@@flynsarmy I managed to figure out after a ton of search and try and error. I bought the Synty assets from unity from a long time ago and probably the issue came from me exporting it from unity rather then the source files directly from synty. My fix was: On blender -> Select all Objects ( A ) -> Set origin to Geometry origin -> Run a Script to set all Locations to 0, 0, 0 and reset all scales I have 0 experience with Blender tho, So I enlisted some help from ChatGPT since there wasn't much info about this exact problem online And let me use the opportunity to thank you for the amazing video and content. It helped me a lot!
Thank you for the great tutorial! Such a clean implementation. I modified it a little for my game to use RayCast3D in first person, but it works wonders. Now to add thousands of interactable buttons!
how to change it to ray cast ?
@@darmawanrendy4481 Under PlayerInteractor scene I added the Raycast, remember to change its collision mask to interactions, and then in PlayerInteractor script you can use is_colliding() and get_collider(), this is what mine looks like for example: if ($RayCast3D as RayCast3D).is_colliding(): var detected :Object = ($RayCast3D as RayCast3D).get_collider() if detected is Interactable: player_target = detected focus(player_target)
you´re a genius, thank you!!
Did I miss the part where it's explained how to make items glow? ? ? ?
That wasn't relevant to the tutorial so I didn't include it but you can download the example code linked in the description. It might be in there.
very thank you for the portuguese subtitles!
After I export it from blender, it doesn't have the animations. Does anyone know how to fix it?
Have you had issues with the PixPal material using linear filtering by default? Not sure if this is a problem exclusive to using Godot 4.3 dev builds or not. I've yet to find a way to switch to nearest neighbor filtering with some test scenes I'm trying out due to the visual shader graph being used and ShaderMaterial not exposing sampling options in the UI. For now I'm thinking I will just remake the material as a StandardMaterial3D.
Click on the image in filesystem in Godot and on the import tab you can change its filter type.
@@flynsarmy With 4.x they moved that stuff away from individual textures and to material settings. There is a sampling section for StandardMaterial3D materials, but no such section for ShaderMaterials.
thanks you!!!
I'm revisiting this tutorial and was wondering what is the difference between using the Area3D and using a rayCast3d node? In my tests, I added a wall in front of the chest and the character can still open the chest.
I answered this in an earlier comment. A raycast means you have to look directly at the interactable or you won't get an interact prompt. While playing this can get frustrating especially if the interactable is a small item on the ground.
@@flynsarmy Thank you. Sorry I missed that. I was more interested in frame rate impact ray cast vs area3d. I think I like the area 3d way better for some things.
OH MY GOD THIS HELPED SO MUCH! i've been having a problem with setting up interactable objects for 3 days and this finally worked! 🙏🙏🙏🙏🙏🙏
I've done this and I am getting crazy flickering when I hit spacebar for the anim player. Its happening in the Pixpal palette, and the new asset I made in your video. Any ideas? On Blender 4.0.
Hmm, no idea on this one. I don't see why something like that would even happen. Have you added keyframes for textures or something?
Another possible solution - have you confirmed your normals aren't flipped? Go into edit mode in blender and check 'show face orientation'. Make sure everything is blue.
@@flynsarmyended up having to uninstall blender. I must have changed something in the app settings? Working now. Thanks for your time and help.
Big question! How would you turn this into a create your character system?
Ayyo. Thanks so much for this tutorial. I hate not being able to come up with these things myself but I am so glad I watched. I am sure I would have gotten here eventually but you saved me days of fixing anti-patterns and bad un-reusable code. Thank you. I love you. Keep doing this stuff you are great at it.
holy shit you're going to power an industry
Hi first of all love your videos. Sadly this one does not work for me not shure if its godot(4.2.1) or blender (v 2.93.5). Redid it couple of times but my Animations Lib looks super off. Under Armature I do not have the Skeleton 3d but mixamorig_Root->mixamorig_Hips and so on and under animationPlayer there is only one animation. Any Ideas? Should I try it with a different blender version or godot version?
Please version 2d
Please , version trees,stones,flowers + objects on the ground ,version 2d please
I need it
Amazing video! I wasn't even aware of the animation library thing and was about to dig myself through loads of mixamo animations and how to get them usable in Godot 4 myself. You saved me so much work :) <3
Bless you for the work you've done here. Idk why Synty can't just support Godot out of the box. It's well established enough by now. 🎉🎉