One finger on the screen is a gravity well.
It pulls your ship and the debris around it into orbit. There are no guns: you swing a rock around and let go at the right moment.
Gravitide, my iPhone game. Made solo, no ads.
One finger on the screen is a gravity well.
It pulls your ship and the debris around it into orbit. There are no guns: you swing a rock around and let go at the right moment.
Gravitide, my iPhone game. Made solo, no ads.
Every metric said my rig was healthy. The render showed no arms.
They were inside the armour: torso half-width 0.309, hand at 0.304. Stretched-edge checks can't see that: nothing tears when a limb hides inside a body.
Measure the thing people complain about.
#b3d#gamedev #indiedev #devlog
I stopped trying to automate joint placement.
An auto-rigger finds a knee by looking for the narrowest point of the leg. On armour, a kneepad is a bulge, not a waist. Knees landed 79-85% off-centre. By hand: 25-37%.
20 minutes per character, and it stays 20.
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@GameDevVentures What sells a kill is contrast with a normal hit: its own sound and a 2-3 frame freeze only on the killing blow. Quick check: close your eyes, and if a kill sounds like a regular hit, that's the next fix.
@El_Micha101 Real terrain, custom everything else: one region's elevation from free SRTM or Copernicus 30 m data, airports and towns placed by hand. Recognizable mountains and coastlines, without licensed imagery or streaming a whole planet.
Bones drawn as real geometry inside a semi-transparent body. The only way to see where a rig landed when Blender runs headless.
#screenshotsaturday#b3d#gamedev
@MeekerKame81032 Honestly, no. Without a free tier the store sends almost nothing, and the puzzle angle doesn't change that. I'm rethinking the model rather than doubling down on it.
AgatVault is $1.99. No ads, no IAP, no subscription.
Paid-only means the App Store sends me almost no traffic: a 15-level puzzle game doesn't chart. Every install has to come from somewhere else. That's why I'm here.
#indiedev#gamedev#iosdev
@Bingeljell Request: someone in a long coat or robe, walking. Cloth hanging between the legs is the classic place for auto-weighting to tear, since every vertex there has to pick a leg, so it shows how far the rig step really goes.
@tinylittlestudi Depends on what already glows. Glow reads as 'look here first', so if the player glows too, glowing enemies compete with it. Blur a screenshot and check which one your eye finds first.
@sllbailuo How are you planning to slow the stone beast's turn: a lower yaw rate or a slower turn clip? For an enemy that heavy, a short wind-up before the turn often sells the weight better than a slower rotation, and the feet stay in sync with the animation.
@ChiveArcade Not the boot itself, but the flip exposed one: after turning the donor 180Β°, its LeftArm landed where our RightArm was, 171Β° apart, and the arms shot straight up. The boot now also places the foot bones: ankle and ball of the foot at the donor's heel-to-toe proportions.
My character walked drunk for three days.
The rig wasn't misaligned. It was on backwards: the Mixamo donor faces +Y, meshes out of Hunyuan3D face -Y, and my auto-rigger never checked.
Found it by measuring a boot: 18cm heel at the back, 10cm at the front.
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Yes. The boot check now runs on every mesh and on the Mixamo donor too, and if they face opposite ways the donor armature object gets turned 180Β° without applying the transform, since applying it wipes the animations. My first check, how far the foot swings forward vs back, was useless: 0.378 vs 0.320.
@sllbailuo Don't snap: on a long body it reads like a turret. Cap the yaw rate so they arc into turns (Rotation Rate in Character Movement), play a turn-in-place anim only past ~90 degrees, and let a Look At on the head track the player.
Fastest way to judge an image-to-3D model: a human in T-pose has armspan = height.
TripoSR gave me armspan 0.55, height 0.96. It never built the arms at all.
Hunyuan3D-2.0 turbo: 1.99 / 1.86. That's the one I kept.
Same input, four models.
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@Bingeljell Thanks, really useful. Merge by distance is exactly what fixed it for me: welding took the mesh from 133k to 88k verts and the auto weights finally worked. And good call on ~50k faces, for sprites that's plenty.