scriblium
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scriblium.bsky.social
scriblium
@scriblium.bsky.social
Gaming (not gambling);
2D visuals, 3D representations, character and creature design, a few VFX, a few shaders, and reposting some content found around here that I like.
(No AI)
Hello. Welcome~
But you got back! And you receive likes and appreciation.
That's really cool.
Your efforts matter and are seen in positive (fire) light!
November 15, 2025 at 3:44 PM
Feels the same?
Looks awesome!
November 15, 2025 at 1:20 PM
fella is gonna be my profile pic for a while.
tbh I should've cleaned up the painting but I like the sketch feeling
November 10, 2025 at 11:20 AM
..There's wiggling when held in a grasp by an enemy, quick timed reaction to release oneself from a juggle, downright immunity while in a defensive posture.
Quite a few things to possibly apply
Of course, just a quick recovery animation solves it as well.
November 3, 2025 at 7:07 PM
Recovery times for the player's character are certainly important.
But any situation where an entity is juggled, stun locked, barred from participating needs to be met with some form of resistance.
Diminishing effectiveness of such abilities in succession could be a way to dampen this problem..
November 3, 2025 at 7:07 PM
October 31, 2025 at 7:01 PM
Everyone is observing beauty today~
October 20, 2025 at 8:09 AM
October 20, 2025 at 6:56 AM
So it's the case that the garments can be placed in the 3d space of Blender in accordance with the intended character/model, then saved individually as .gltf for export.
As I recall Godot does indeed keep the Origin Point, and the location of the 3D Cursor data from a Blender object file--
October 13, 2025 at 7:27 PM
Also thanks for the reminder that the bones for flowing/reactive garments can be prepared ahead of time within Blender. There's a lot of use cases for this detail.
And another COLOSSAL THANK YOU for the structure, approach, and well written explanations on this topic! Truly awesome!
October 13, 2025 at 7:25 PM
Really cool about the custom code in regards to applying variation on the NPCs, there's some great groupings/lists within the screenshots you've shared!
October 13, 2025 at 7:25 PM
-- And it fits perfectly well with what you're describing here.
It's really impressive that the garment has the means to be loaded just under the Skeleton3D node. This simplifies a lot of things;
October 13, 2025 at 7:24 PM
Oh awesome!
You're right about taking in what is fitting for one's needs and situations. I appreciate your statement on that!
"Garments" is a great aggregate term. My variant seems to have been "Equippables", my spouse likes "Apparel"
October 13, 2025 at 7:22 PM
Hi, this looks great~
Do you have any tips on the modular clothes in godot? I'm a bit iffy on how to allow cloth to be equipped on the models
Any general pointers could help others as well
Cheers, moon bird
October 13, 2025 at 2:20 PM
Hey, yeah for sure about Godot's capabilities in non-game development!

I'm saying this as a person with not even basic skills in coding.
But from the game dev, 2D, 3D, shader, and VFX side and perspective, this program showcases superb potential to be used in a variety of software creations.
October 12, 2025 at 12:57 AM
godotengine.org/asset-librar...

This asset could have the potential to work together with the mention from Skelekore regarding GOAP.

Honestly, a lot of Godot's systems tend to cooperate incredibly well so I can see it happen
Calendar Library - Godot Asset Library
godotengine.org
October 2, 2025 at 7:35 PM
Oh heck I understand the masking and weight formatting actually working well, but never thought of the options within animation layers. Thanks for the explanation!
It's really great looking
Thanks for the reply!
October 1, 2025 at 10:38 PM
Does this count for upper and lower body as separate animations layered together?
The results you've got are impressive! Well done truly
October 1, 2025 at 3:34 PM
Congratulations on the detailing of each aspect of your piece here!
It looks to me like it's lots of planning, individual texturing per part, assembly even before making a stylish video about it.
Well done! Keep the good work up
October 1, 2025 at 3:14 PM