to solve the alignment issue in blender you can set keyframes' interpolation to linear, disable snapping (the little magnet icon in the dope sheet), and then shift them by a fractional amount until the runs line up
yes! the game runs on a fixed tickrate so little interpolation between the frames will do the thing. potentially this interpolation can, like, allow making 240 fps videos since the precision between frames is only limited by floating point precision
This is how i vizualise surf in my head and all movement styles, but the important part is that which of the 9 player model position is the line drawn from: front right,front middle, front left, middle right, middle central, middle left, back right, back middle, back left. Off the feet off ones playermodel, and with these i simulate solves in my head visually for both kz, surf and bhop and its highly effective, to be able to vizualise this like u in this video could make training so much more efficient, very very cool concept video ❤
Could be interesting to see someone compare WRs on maps like cyberwave with batmans tases or comparisons of tases,wrs,tops and g1s but looks too complicated to try x)
Hey man, i LOVED this, great job! I hope people will actually try do make artistic stuff and things about visualizing WR runs etc. etc. I recently started to deal with HLAE and modifying my demos, but those blender tips are awesome, thanks for sharing ! (btw i was there at 1:14 exposing my trash PB)
That's really cool! Had this in mind aswell, but didn't find a way to successfully do trails. Entry barrier seems quite high but will give it a try eventually, ty for making this
@@iDaxen Could be a good addition to have different angles, people asked for it too. I wanted for people to see the actual WR run, the bots not being the prime focus.
6:43 - i think this is practically the same for the actual runs as well, as how frequent the updates in player position/keyframes are depends on the server tick-rate (instead of frame-rate) ignoring other inconsistencies with triggers and stuff, this can still lead to there being almost 2 server ticks of difference between two identical runs in the most extreme scenario (or almost 3 ticks if two runs are "tied") some servers do have plugins to mitigate this through interpolation, but afaik the majority do not
@@iDaxen basically yeah, some kind of interpolation method as you mentioned in the video would probably give more accurate times though unless i'm missing something, although you might find the record to not actually be the record in some cases
yea they added OpenImageDenoise GPU hardware acceleration, but I don't expect wonders from that, but haven't tested it. The AGR is also only properly imported until Blender 3.6, afterwards the keyframes of the AGR are laying between the keyframes of Blender, which is super weird. In 3.6 you can then save the file and open the project in a newer version ,since cameras are compatible, if you really need a feature that only the newer versions have (especially some geo node ft). Anyway, not optimal :D
I have not figured out how, since the curves don't move but rather the one end of them is animated, so the object itself has not any velocity. Also, I don't think giving one object one material that in itself has different colors based on object infos is possible. :(
to solve the alignment issue in blender you can set keyframes' interpolation to linear, disable snapping (the little magnet icon in the dope sheet), and then shift them by a fractional amount until the runs line up
yes! the game runs on a fixed tickrate so little interpolation between the frames will do the thing.
potentially this interpolation can, like, allow making 240 fps videos since the precision between frames is only limited by floating point precision
This is how i vizualise surf in my head and all movement styles, but the important part is that which of the 9 player model position is the line drawn from: front right,front middle, front left, middle right, middle central, middle left, back right, back middle, back left. Off the feet off ones playermodel, and with these i simulate solves in my head visually for both kz, surf and bhop and its highly effective, to be able to vizualise this like u in this video could make training so much more efficient, very very cool concept video ❤
thanks :) The curve is drawn from the center of the player camera. Leaving source models completely out of the equation.
absolutely amazing stuff, VERY cool
the dopamine on the way to my brain when i click on a video talking about subjects i dont get
i keep coming back to your videos time and time again. Seriously breakthrough content and always a great watch. Thank you Daxen!
Could be interesting to see someone compare WRs on maps like cyberwave with batmans tases or comparisons of tases,wrs,tops and g1s but looks too complicated to try x)
Great video! I have some experience in blender and can't wait to try this out
Hey man, i LOVED this, great job! I hope people will actually try do make artistic stuff and things about visualizing WR runs etc. etc. I recently started to deal with HLAE and modifying my demos, but those blender tips are awesome, thanks for sharing ! (btw i was there at 1:14 exposing my trash PB)
That's really cool! Had this in mind aswell, but didn't find a way to successfully do trails.
Entry barrier seems quite high but will give it a try eventually, ty for making this
@@iDaxen Could be a good addition to have different angles, people asked for it too.
I wanted for people to see the actual WR run, the bots not being the prime focus.
This is so sick! Well done, Please keep making surf content :D
Surprised to see this video have such a small view count. This is actually super cool.
thank you for existing
Sick upload as always
This is the coolest thing ever.
this was really educational
thank you so much
Looks like this has the potential to show much more information like where the player is looking and what keys they are pushing
who else came from repstrr
Awesome video thanks for uploading. Love surf content.
This is amazing! I love it!
yo i highly recommend making this an actual blender plugin would probably help out the community alot
Cool stuff! Would be fun to experiment a little with it. How can I get replays, do I have to be VIP? If so, could you perhaps send me some? Thanks!
you only need VIP if u want a particular demo. otherwise you can use these: demos.ksfclan.com/demos/
this is great good job!!
This is sick
Im just a regular surfer. I see surf video. I click on it.
very cool
Looks like beautiful stuff mate nice
6:43 - i think this is practically the same for the actual runs as well, as how frequent the updates in player position/keyframes are depends on the server tick-rate (instead of frame-rate)
ignoring other inconsistencies with triggers and stuff, this can still lead to there being almost 2 server ticks of difference between two identical runs in the most extreme scenario (or almost 3 ticks if two runs are "tied")
some servers do have plugins to mitigate this through interpolation, but afaik the majority do not
that actually makes a lot of sense. So it seems that its absolutely unavoidable and needs to be fixed at the end of the whole process if needed.
@@iDaxen basically yeah, some kind of interpolation method as you mentioned in the video would probably give more accurate times though unless i'm missing something, although you might find the record to not actually be the record in some cases
hey, thats me! also didnt the newly released blender 4.1 add a feature for some much quicker raytraced rendering? i might be misremembering.
yea they added OpenImageDenoise GPU hardware acceleration, but I don't expect wonders from that, but haven't tested it.
The AGR is also only properly imported until Blender 3.6, afterwards the keyframes of the AGR are laying between the keyframes of Blender, which is super weird. In 3.6 you can then save the file and open the project in a newer version ,since cameras are compatible, if you really need a feature that only the newer versions have (especially some geo node ft). Anyway, not optimal :D
@@iDaxen ah thats unfortunate
i love this vid
Could you color the lines based on player velocity like a gradient
I have not figured out how, since the curves don't move but rather the one end of them is animated, so the object itself has not any velocity. Also, I don't think giving one object one material that in itself has different colors based on object infos is possible. :(
im impressed
this is SO sick
I’m not at my computer rn to verify. But I’m pretty sure in the objects menu there’s an option to convert curves to mesh.
yes there is but since the motion path is neither a curve nor a mesh, you need to get tricky with python.
Such a nice idea!
wtf pog!!
also @disres omg ur a pro WICKED
cool video! You sound like you’re from Austria ^^ if yes, greetings from Germany! :)
I'm from germany :D
goated video wtf
damn i want to see more
brilliant mate
Very cool 👍🏻
amazing
Based
now do b4 level flick progression analysis, that shits impossible to understand
4:05 so cool
Need this for tf2 jumping
epic
make more vids like this
bro remade bothpath from horizonservers
gj
Bet
Wait, isn't this just... Botpath??
noob
very cool
very cool
very cool