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aillarra.bsky.social
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Some more progress with the shading. The normal map is back! The skin color is configurable via the extended material and I've been toying with more vibrant colors for the rim lights. Oh! And I remade the topology of the shoulder area which has improved the deformation… 👌 #bevy

I've removed the (directional) rim light, and instead I'm applying the rim light in the character shader. The pros are that the ground doesn't get weird reflections anymore and each character rim light has a different hue. Now… why is the normal map broken? 😂 #bevy

Not bad #bevy #blender

It's working again, I'll fix tomorrow the models orientation (they should be facing each other). I took another approach, instead of exporting the data from inside #blender (including coodrs conversion 😵‍💫), I've exported to GLTF and then extracted the animation/pose data from there. Muuuuch simpler.

Looks like I've broken my data exporter 🙃 #bevy #blender

I had to rework the sculpt (for normal maps) and the weights for the skeleton, but know I'm starting to like it. I think I'll be back to the Bevy integration soon… maybe I'll give a try to Bevy Cobweb to improve the UI of my app. 🤔 (character color still pending…) #blender #bevy

Creepy 😬

My #bevy project is slowly moving, I've my puppet rigged (I still need to tweak the bone weights) using #blender Rigify plugin. This is captured in Blender's viewport and it's using a kuwahara filter to give it a painterly effect. Now I just have to import it in Bevy and do the same… 🙃

I've just copied the code I had for the "longest path" ranking algorithm for non-compound graphs (basic Sugiyama). Not bad for a first approximation, but I still need to separate top/bottom border and base nodes into separate ranks and apply "minimum length" and "weight" constraints.

I've made tiny progress on the graph layout implementation, I'm following more closely the "Layout of Compound Directed Graphs" paper. Now I have the "extended nesting graph" (graph hierarchy + connections) data structure ready. Note that for each sub-graph there is a top/bottom "border" node.

The human puppet is slowly taking shape. 👯‍♂️ I've simplified some parts and I'm not worrying so much about topology (as it's not going to be subdivided). I'll probably simplify the lower leg a little bit more. But first I want to finish the forearm and hand. #blender

Behold a leg! I'm trying to do clean topology… although I'm not sure if it's that important for a game asset (I'm not going to subdivide it); I suppose it's more important to have enough mesh in the parts that are going to deform? 🤔 #blender

It's nice when the procrastination turns out productive 😅

Some progress today. I was porting Dagre but my test graph was panicking. I've tested the same graph in Dagre and I also get an error… so maybe there is an issue in their algorithm? Weird. Anyway, I went back to the "Layout of Compound Directed Graphs" paper and I'm following that for now.

Bevy 0.15 is out now! It features Required Components, Entity Picking, Generalized Entity Animation, Animation Masks, Curves, Function reflection, Bevy Remote Protocol, VBAO, OIT, Chromatic Aberration, Fog volumes, Better Text, Gamepads as Entities, and more! bevyengine.org/news/bevy-0-15

It's the first time I'm reading papers… it's challenging and kind-of "fun". Theme: how to layout digraphs. The basic Sugiyama is manageable… compound graphs are mind-fuck. I'll try to port Dagre (JS) to Rust… then, if I understand what I'm doing, I'll improve it. End goal: Bevy systems viewer. 🤘