Currently working on:
[ 🌐 A proper website ]
[ 📝 #FloodedFishin - a Dredge inspired fishing game during March]
[ 🪨 #OrichalcumCup - a PvE hero tabletop game ]
But then I remembered that I work full time, enjoy multiple hobbies and that I'm a family man.
But it would be nice to do _more_.
But then I remembered that I work full time, enjoy multiple hobbies and that I'm a family man.
But it would be nice to do _more_.
Couldn't pass up to experiment with Blue once the snow fell!
Couldn't pass up to experiment with Blue once the snow fell!
Either my drivers did not convert correctly, OR I did something wrong connecting the whole thing together.
Maybe that's the core issue;
Guess I`ll be making an animation where every finger moves in turn.
Either my drivers did not convert correctly, OR I did something wrong connecting the whole thing together.
Maybe that's the core issue;
Guess I`ll be making an animation where every finger moves in turn.
Does this trip up the exporter when triangulating my mesh?
Does this trip up the exporter when triangulating my mesh?
The vertices are _there_, but only if I zoom in close enough??
I`m not sure if something breaks while exporting from Blender to GLTF, or importing the GLTF to Godot, but things are not going as expected at all.
The vertices are _there_, but only if I zoom in close enough??
I`m not sure if something breaks while exporting from Blender to GLTF, or importing the GLTF to Godot, but things are not going as expected at all.
But it didnt take long before the next problem arose;
I keep a "minecrafty" blocky hand look by using shape keys, driven by the angle of the bones. But now Godot is running off and doing stuff.
But it didnt take long before the next problem arose;
I keep a "minecrafty" blocky hand look by using shape keys, driven by the angle of the bones. But now Godot is running off and doing stuff.
The variables and drivers are still intact, but theres no deformation happening anymore.
So guess I`ll be fixing that next, luckily I still have the original files for reference.
The variables and drivers are still intact, but theres no deformation happening anymore.
So guess I`ll be fixing that next, luckily I still have the original files for reference.
I was really hoping that it would somehow magically keep the painted weights in the process, but that was a pipe dream it seems.
I was really hoping that it would somehow magically keep the painted weights in the process, but that was a pipe dream it seems.
The Left hand has been merged and everything seems to have transferred automatically, but all the shape keys are... broken? now?
The Left hand has been merged and everything seems to have transferred automatically, but all the shape keys are... broken? now?
There is no way I can achieve all of this in the... 3 hours of game time I have left, but I am here to have fun and I will attempt to assemble it as closely as possible!
And then I'll start making an IV/EV farm for perfect bugs for future fights.
There is no way I can achieve all of this in the... 3 hours of game time I have left, but I am here to have fun and I will attempt to assemble it as closely as possible!
And then I'll start making an IV/EV farm for perfect bugs for future fights.
Todo:
- Write a script to control some eye movement
- Write a script for idle blinking.
- Figure out why my hand is open, rather than closed. (Probably an animation error)
- Figure out why my eyeballs are weird on export, since they don't map correctly in Godot.
- Fix light.
Todo:
- Write a script to control some eye movement
- Write a script for idle blinking.
- Figure out why my hand is open, rather than closed. (Probably an animation error)
- Figure out why my eyeballs are weird on export, since they don't map correctly in Godot.
- Fix light.
But now my Godot isnt picking up any of the available microphones anymore?
Not even in the other scenes where I didnt touch the code.
But now my Godot isnt picking up any of the available microphones anymore?
Not even in the other scenes where I didnt touch the code.
Too bad only "U" "FV" and "Silent" to show up.
For now I`ll just focus on three mouth shapes and a volume detection, with some slight scaling inbetween for the height of the mouth.
That way I dont get stuck in Dev Hell at the second hurdle.
Too bad only "U" "FV" and "Silent" to show up.
For now I`ll just focus on three mouth shapes and a volume detection, with some slight scaling inbetween for the height of the mouth.
That way I dont get stuck in Dev Hell at the second hurdle.
Also decided to do this with a pre-recorded sentence because I was driving Missus Knightley up the wall with my constant Oooos and Aaaas to test the range haha!
Also decided to do this with a pre-recorded sentence because I was driving Missus Knightley up the wall with my constant Oooos and Aaaas to test the range haha!
That way I can make a list of the target ranges that I want to map mouth-flaps to and then ??? profit.
That way I can make a list of the target ranges that I want to map mouth-flaps to and then ??? profit.
Now to reverse engineer what Lucy Lavend did in their rig!
Now to reverse engineer what Lucy Lavend did in their rig!
The mouth flapping now works like in Peak, with a small and bigger mouth switching frames.
Maybe I can make it more sophisticated, but lets see how this works with a 3D model first.
The mouth flapping now works like in Peak, with a small and bigger mouth switching frames.
Maybe I can make it more sophisticated, but lets see how this works with a 3D model first.
"Mostly just the yearly Halloween flyer"
Can't say I'm a big shopper, but at least the orders are consistent!
"Mostly just the yearly Halloween flyer"
Can't say I'm a big shopper, but at least the orders are consistent!