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nickwestdev.bsky.social
What? You can actually see this? Cool! I'm a professional UI designer / programmer working on an indie game in my free time. I also do a lot of 3D modeling. #godot #blender #gamedev #indiedev #art
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I'm using this. It's a standalone program that outputs a bvh. From there I can import it into blender. github.com/meshonline/k...
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It might be the tool I'm using. I found an old terminal program that captures skeletal motion and outputs bvh files. The instructions said that the output is 24 fps, but I don't think they ever checked. It seemed like just a hardware demo.
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That's probably a better setup. The V1 doesn't track fingers or the head rotation. I thought that it would be good for animations references though.
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I was surprised too. This clip is without any cleanup or smoothing. As for drivers, I'm on linux too. I just installed the Kinect SDK on an old windows PC. Then I just move the mocap data to my new machine.
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Overwrite the same png in Inkscape with 1 click? Check. Get Blender to auto refresh files so I don't have to do it manually? You bet. Map all of the basic stuff to the numpad even if the program doesn't support it? Absolutely.
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So I'm working on fixing a lot of that. The good news is that I know how to program in bash now, which lets me code my way around these problems.
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It's made me realize that the tools I use now are really clunky. More capable? Sure. but when it takes 5 clicks to do anything and 1 in the ancient programs from the before times, you know something is off.
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Now I'm thinking about how you'd explain injuries to a nurse. "I dropped a crate while doing a 360 on a rail. I forgot it had a loop-de-loop in it."
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First I build a collision "block-out" model in Blender and test with that. Enemies, objects, and NPCs are placed in the Godot editor. Once I think that the level design is good I will make the final model in Blender, using the collision as a reference.
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I try to keep most of my modeling workflow out of the engine. I build levels in Blender.
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I haven't relied on tutorials much lately. When I started Godot, there just weren't many resources. For the rails, check out Godot's path3D / pathFollower3D nodes. They do most of the work here.
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No problem. I haven't watched much of HeroAca, so I got confused when people started comparing. If there are similarities to things that happen in the show, they'd probably go over my head, which is why I had to ask. Thanks for letting me know.
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Every time I get this comment I sit there and stare at Alex's design for 10 minutes. The only similarity I can find between him and Deku is the color green. I was more worried about the MegaMan comparisons. Am I missing something here?
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Yes
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I'd need to lean in more if I wanted those kinds of obstacles. But I'm limited in how far I can make him lean, since you can still aim and shoot while on a rail. If Alex leans too far, his arms will clip in really weird ways. So for now this is just a fun extra. These are good ideas though.
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I thought about doing this but decided not to. The problem is that you're often boosting into rails, so the turns go by too quick. Adding speed variance to that just feels like I'm throwing too much at the player. It's a good idea that would probably work for other games, just not here.
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Thanks! Most enemies in my game can be grabbed. The ring is from a robot that swings it's arms around. You can also grab the helicopter enemy and gain the ability to float.