We cracked 3000 followers! Hello new followers 👋 New versions of Magic Trails and the Baking Node are available!!! Magic trails will also now be available on blender market.
https://t.co/IiCfperjiW
https://t.co/5GdF7MFSsd
#b3d#blender#blenderaddon
Details below👇
@TuxedoPato I look up your twitter account so often when I show other people my favorite gameplay animation inspirations. Your 2D animation is really good but your 3D is just mindblowing to me. I think the knight is one of the most inspired fighting game characters I have ever seen!
The #Ratatan Kickstarter is officially LIVE! Thank you all for your love and support in getting this project up and running!
#ラタタン Kickstarterが正式にスタートしたタン!このプロジェクトの立ち上げや運営をサポートしてくれるみんなの愛に心から感謝!
https://t.co/gqPO7wzvMf
@fasthellgenug@gleb_alexandrov You could improve the performance by replacing the python loop with a C loop using foreach_get and foreach_set to transfer the position data between the mesh and GP. this should make the script drastically faster
@lateasusual_ ah true, that does seem like a smart idea. I guess alternatively you could have multiple tiles that spawn in and out, sort of doing the same thing on a macro level. I would really love to try this effect too some time
@lateasusual_ … which means that wind gusts that have a constant position in world space need to be shifted around in the texture when the camera moves. I feel like this would not be possible with snow as I think it would be easy to tell this shifting due to the texture’s limited resolution
@lateasusual_ I find interesting to think about how different games approach textures for environmental detail like snow, water wakes or wind. I think I saw in the DGC talk how wind vectors in God of War are being stored in a 3d texture that is always relative to the camera…
@pierrick_picaut I always try to make animation as easy as I can using blender but in the end I won’t become a good animator unless I practice and study way way more
@andrewpprice Also preserving UVs is not always possible I think, especially when I think about beveled corners or bevels with uneven profile or even cut count. So I think the reason why they are being split is because it gives the most consistent result
@andrewpprice I don’t think you should put in seams before the model is finalized but I have definitely been there so I think trying to preserve the seams is the way to go as I think keeping the islands roughly the same is more beneficial than creating extra strips with less deformation
For me it is definitely hp first. Because hp means being able to get the artistic vision right while avoiding being limited by technical details. Of course you can still always create a blockout for whatever you are sculpting/modeling. But imo lp is best done through retopo
@Pavel_Oliva I don’t think them being able to interact is a given, but would surely be cool. I personally would be more interested in adding simulated motion to animation instead of animation to simulated particles 🤭
@lateasusual_ @maskamillion now you have inspired me to look into other exchange formats to power my blender->unity workflow. I haven't really questioned FBX as a suitable format before lol ... I mostly blame the blender FBX export operator for most FBX import related issues