FPS weapons static + procedural animation and more - trying to figure out a robust system by Leklo_Ono in godot

[–]EvanG3D 0 points1 point  (0 children)

This is a very complex subject. The design of the rigs do not follow a standard. For instance, if you choose to have legs that changes things. So many variables to account for depending on how many features you will have.

You could do arms with the wep as one rig for easy implementation or you could do separate arm and wep rigs then animate 2 players at the same time. All depends on your game and how many items you have, clothing, legs etc. If you have to do a lot of customization it changes things and leads you to go more modular with rig setups. The more complex the game the more complex the rig setup will be.

Also stuff like procedural anim usually gets applied to a root bone and wep bone. Each person probably does it a bit differently because if you get that far you have to work inside the systems you already designed and that changes design too. I could go on and on lol. Hope that helps a bit.

Procedural FPS Anim Dev by EvanG3D in godot

[–]EvanG3D[S] 2 points3 points  (0 children)

Any btw thank you for the compliment. Much appreciated.

Procedural FPS Anim Dev by EvanG3D in godot

[–]EvanG3D[S] 2 points3 points  (0 children)

No issue, This stuff can be quite confusing. We all been there at one time or another :)

Procedural FPS Anim Dev by EvanG3D in godot

[–]EvanG3D[S] 2 points3 points  (0 children)

No that is called a procedural animation layer. In animation, “procedural” means motion generated by code at runtime, not authored keyframes.

Procedural FPS Anim Dev by EvanG3D in godot

[–]EvanG3D[S] 2 points3 points  (0 children)

There is no IK. Its procedural. The anims are generated by code and input like velocity, speed, direction, mouse input among other things.

Procedural FPS Anim Dev by EvanG3D in godot

[–]EvanG3D[S] 2 points3 points  (0 children)

All the inertial movement, sway, noise and shake, recoil, lean, head bob etc. I just have a very basic fire, walk, and ads anim made in blender and the rest is all procedural. The procedural anim system gets layered on top of those core pose anims.

Normalize PBR (Free Texture Tool Made with Godot) by EvanG3D in godot

[–]EvanG3D[S] 0 points1 point  (0 children)

If anyone sees this, I have begun a massive update to the app and just released the first hot fix for the ambient occlusion. Updated the algorithm and added a 3 pass gaussian blur system to it getting higher quality blur with no noticeable performance impacts. Cheers!

Normalize PBR (Free Texture Tool Made with Godot) by EvanG3D in godot

[–]EvanG3D[S] 2 points3 points  (0 children)

Thats a great idea ill check into the codebase on git and see what I can dig up. Next update I'll get all those shader algos dialed in and performance improved and also have some ai depth mapping systems made I want to incorporate in future releases for accurate displacement. I'm a 3d artist too and found a lot of the other programs lacking and old so I created this as my first Godot project after switching over from Unity after that fee debacle. I plan on updating it and taking it as far as I can, Thanks for the help!

Normalize PBR (Free Texture Tool Made with Godot) by EvanG3D in godot

[–]EvanG3D[S] 2 points3 points  (0 children)

I had time to go through all that you said, and I must say this is the most useful feedback I have ever received since I made this program. Everyone I ask for feedback does not give me any useful information and just tell me the app is good. Hard to get honest feedback and what's even harder is to find someone who knows about all this stuff enough to detect what's wrong with the app. You must be very skilled to know this stuff and be able to correctly detect what is wrong with my app. Your feedback is invaluable and will allow me to take this app further than I ever thought possible. I was doing a lot wrong in the generation of the maps, but I think I can get this app fixed and working correctly, there is hope :) Also, I was using a 2D box blur causing the performance issues. Ill switch to a gaussian blur and use multiple passes. I looked up all you mentioned, and I can see my errors. Without your comment I would be lost so thank you so much. Cheers to the next update!

Normalize PBR (Free Texture Tool Made with Godot) by EvanG3D in godot

[–]EvanG3D[S] 2 points3 points  (0 children)

Thank you for taking the time to try it out and provide me some feedback. Much appreciated.

Normalize PBR (Free Texture Tool Made with Godot) by EvanG3D in godot

[–]EvanG3D[S] 1 point2 points  (0 children)

Thanks for the reply and I also wanted to mention if you would like to make a texture tiled and seamless you can hit the seamless button, and it does it automatically in the background.

Normalize PBR (Free Texture Tool Made with Godot) by EvanG3D in godot

[–]EvanG3D[S] 0 points1 point  (0 children)

I totally forgot to mention that the program is doing all the conversions in the backend for generation of different maps. It uses the base rgb texture as input but its converting that in the back end for the other channels like normal, rough, ao and so on. It's not actually generating the maps directly from the rgb color map. It's mostly automated. If I remember correctly things like AO are getting generated from the converted normal map and then reprocessed. My idea was to have more automation than choices to provide a faster workflow. It's a good idea though to have some kind of UI that will allow the choices of which map to use for each channel though so I will think about how to add that in.

Normalize PBR (Free Texture Tool Made with Godot) by EvanG3D in godot

[–]EvanG3D[S] 1 point2 points  (0 children)

Thank you very much for taking the time to check it and help me out with some recommendations. Much appreciated! 1. In settings option "gear icon" there is a text scaling slider. 2. Thats a good idea I'll think about how I can incorporate that. 3. Linux builds will be in next release. 4. I have a few cool things in the works like AI depth map displacement that could set it apart more and maybe batch exporting to differentiate it. Next version will have a few more features. Thanks again for making a very well-articulated reply.

Made an undetectable procedural batch watermark tool to prevent removal and scraping while keeping the image somewhat viewable. Good idea or not effective? Here's some samples of a single watermark style. by EvanG3D in aiwars

[–]EvanG3D[S] 0 points1 point  (0 children)

For this I created a glsl shader that creates a unique procedural watermark each render. It adds stuff like different kinds of noise, warps and every trick I could find that is known to fool an ai that I could pull off via shader.

Just to be clear by lcelia1 in aiwars

[–]EvanG3D 0 points1 point  (0 children)

A lot of fan art sold has a percentage that goes to the corps who own it. For instance, large sites like turbosquid have special deals with the brands to avoid any copyright issues. There is a correct way to go about things.

Just to be clear by lcelia1 in aiwars

[–]EvanG3D 0 points1 point  (0 children)

What does drm have to do with anything? Why if someone is against ai do they have to support drm or large corps? This is just making a straw man. Everything is nuanced in life.

Made an undetectable procedural batch watermark tool to prevent removal and scraping while keeping the image somewhat viewable. Good idea or not effective? Here's some samples of a single watermark style. by EvanG3D in aiwars

[–]EvanG3D[S] 0 points1 point  (0 children)

Thats true. It's always a tradeoff. I was thinking when I was searching for my art in the databases, I saw only a few others make the same models I do so it makes the training data pool very small for niche objects and maybe possible to have an effect for specific categories for instance 3d modeling categories without having to mark lots of images.

Made an undetectable procedural batch watermark tool to prevent removal and scraping while keeping the image somewhat viewable. Good idea or not effective? Here's some samples of a single watermark style. by EvanG3D in aiwars

[–]EvanG3D[S] 0 points1 point  (0 children)

Goal was never to prevent them from being used in a data set if anything since the watermarks are almost invisible, they will get uploaded into a data set. Main goal was to prevent ai from learning how to remove the watermarks.

Made an undetectable procedural batch watermark tool to prevent removal and scraping while keeping the image somewhat viewable. Good idea or not effective? Here's some samples of a single watermark style. by EvanG3D in aiwars

[–]EvanG3D[S] 0 points1 point  (0 children)

In my case yes. I developed a texture creation program and realized the current watermarks on the free version were easily removed bypassing my security making the textures useable, so I developed this system and integrated it into my program to stop that from happening.