R H

R H

@flinflonimation.bsky.social

Programmer, in Winnipeg, made a couple video games. Worked in VR. Open to freelance for Godot tech art. He/Him

152 followers259 following1K posts

I realized my bug fix overlaps with my mucking about with skinned mesh particle trails, because the particle trails also don't work if you use an 8-bone mesh, but my pull request fixes that.

R H@flinflonimation.bsky.social

I think I fixed an obscure rendering bug in Godot. (You would only encounter it if you used BONE_INDICES in a shader on a mesh that has ARRAY_FLAG_USE_8_BONE_WEIGHTS set.) Demonstrated here, these cubes are supposed to look the same, with each face bound to one bone, not stripes along two faces.

This plus the Disney example in the comments, I wonder if “phishing test” consultants kind of zero in on anxieties within a given company. But they weren’t hired to address why those anxieties exist in the first place, they were hired to run a phishing test.

shauna@goldengateblond.bsky.social

this is fucking appalling. i already knew james dolan (who owns the knicks and madison square garden) was a douche but this is next-level. www.nytimes.com/athletic/771...

Trying out skinned meshes as trails in the particle system. Not well documented. Rig might need to be upside down from what you might expect.

It did take a couple tries to rig the ghosts correctly, so I haven’t entirely got a handle on what the particle system expects. I ended up with a flat hierarchy because a parented chain felt very stiff, but that had worked fine before so I don’t know what I did differently.

So I did the tough version with the skinned meshes, but the method of using a Viewport Texture for emission points could just be playing with math if you want

Like it’s all great but I don’t think I would have thought to do the anticipation frame where her face sucks the bottle in like that. It’s so good.

I answered a technical questionnaire for a job application and got an automated response that I didn't address a question about "movement" because I foolishly wrote about setting the position and velocity.

Revisited Particle Man and decided to interpolate between bone weights properly instead of just picking one. Plus made a new animation to test it with.

According to Steam charts, their peak concurrent player count was 431, so if we estimate their peak DAU at 5500, each player costs them about 18 cents per day.

IGN@ign.com

The developer behind Teach My Little Sister How to Drive, a driving generative AI-powered instruction sim, has been spending $1000 a day to keep the demo running, and now, they've had to take out a bank loan to keep up. https://bit.ly/4rWqe8g

I think I fixed an obscure rendering bug in Godot. (You would only encounter it if you used BONE_INDICES in a shader on a mesh that has ARRAY_FLAG_USE_8_BONE_WEIGHTS set.) Demonstrated here, these cubes are supposed to look the same, with each face bound to one bone, not stripes along two faces.

Okay, took another run at texturing from photogrammetry. Since I have cameras aligned with the photos I can project multiple UVs from each camera view and then in the shader blend between each of those based on masks. Then I can texture paint the masks to blend between different angles.

Where it fails is not all my camera angles were solved so there's major gaps in coverage. I tried photographing on plexiglass to get a view of the bottom but I guess Meshroom didn't recognize that as the same thing.

Also tried out some audio stuff in Godot, but I don't know what I'm doing with audio compared to visuals. Bluesky doesn't have express support for audio files so I'm trying a video file.

Tried out a couple more photogrammetry objects. I thought I was being clever shooting these on glass to get a view of the bottom but I think the reflections kept messing with the solve.

Okay, I went through a process of making a low-poly mesh based on Meshroom photogrammetry. There's some parts of the texture that could use cleaning up, but I think I've got the hang of the process.

On the down-side, project UVs won't account for the offset and scale, which undermines my goal with this approach. I liked the idea of manually making a low-poly mesh and then projecting the photos from the position the photo was really taken.

I think I have stumbled upon the correct solution. I need to invert those shift X and shift Y values. Set negative to positive and vice versa and now the mesh will nicely align with the image overlaid from the position of the camera. No eyeballing necessary.

From further tests in Blender, it has something to do with camera settings or how Blender displays images. If I overlay images on generated mesh, they don't line up. If I offset and scale the image until they do line up, then aligning points from different camera angles starts to work.

I notice the Shift X and Shift Y on the camera settings is non-zero and varies between solves. Zeroing out the Shift isn't enough to make the image line up without the offset and scale. And copying the same offset between solves doesn't work.

Hmm. Tried using the source images as backgrounds for the cameras in Blender, and manually identifying an intersecting point on the monkey's left eye. But maybe these camera positions aren't accurate, because aligning it for two of them doesn't converge at the right spot for the third camera.

Though I'm perplexed that the camera positions could be this far off without the resulting textured mesh being much much worse. I've got to be missing something.

I did another test with boxes spaced 1 meter apart down a hallway, and it did display evenly-spaced planes where they should be. So maybe the monkey is just smaller than I could be precise. I was doing photogrammetry with only three photos.

I went through the process of building Godot from source, so I can theoretically mod the engine now. Just the small matter of finding something I understand enough to change for the better.

Back in the NFT heyday, there was a game trailer that included shots of characters with weapons running towards monsters, but no actual combat. Like they were banking on viewers assuming there would be combat once they got there.

I’m making another short film in Godot. I’ll set up each shot as its own scene file. Previously I would export each scene individually but this time I tried chaining them together where one scene loads the next.

It’s an interesting choice that the ketchup bottle seems to be sparkling in black. Is that motivated by making it work against a white background, but that isn’t how sparkles usually work.

society really took a turn for the worse when the old dutch chip mascots disappeared

Tried out some photogrammetry on a pepper but it only managed to get the stem. I deliberately had a plain white background so I could try out the masking in Meshroom, but that might have also have lead to it having insufficient tracking points.