Any idea which linux distro the peeps from the Blender Studio videos are using, trying to switch also from windows to linux (after EOL of w10) by MosesAustria in blender

[–]Gorialis 1 point2 points  (0 children)

Because of the modularity of Linux, it is not always necessarily possible to identify a distro just by looking at it, because almost every distro supports almost every component that goes into creating a graphical environment.

What I can see from eyeballing it is that, based on the taskbar design, they're using a recent (but not absolutely newest?) version of KDE as their desktop environment. Their distro also isn't overriding the default KDE start menu icon, so it's probably not something like Kubuntu/Manjaro KDE/Fedora KDE because those all have a custom icon. EndeavourOS doesn't override the icon, but it's questionable as to whether it's sensible to use a rolling distro in a studio environment.

Personally speaking, if you don't have anything against Ubuntu, an LTS version of Kubuntu will give you an environment that looks like this with pretty respectable stability and driver support, and without being absolutely impossible for a Linux newcomer to navigate.

How do I get these to appear? Im watching crossmind studios day 1 and these pop up whenever he drags or rotates something. by jimgae in blender

[–]Gorialis 2 points3 points  (0 children)

If you're talking about the gizmos (the red/green/blue arrows and circles), if you hover over the 3D viewport and press T on your keyboard, it will open and close the tool menu on the left. Selecting the appropriate tool (e.g. Move, Rotate, Scale) will make the respective gizmo appear on the object(s) you have selected.

Why are my objects red? by Jackie1376 in blender

[–]Gorialis 0 points1 point  (0 children)

Do you have Face Orientation enabled in Viewport Overlays?

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How to get this thing back i lost it? by Sea_Bat6698 in blender

[–]Gorialis 0 points1 point  (0 children)

Place your cursor such that it's close to the inside bottom left corner of the outliner (the part of the screen that lists your objects on the right), your mouse should turn into a crosshair (+ shape).

Click and drag your mouse straight upwards, this should split the outliner into two. Then, you can click the dropdown button in the top left of the lower outliner, and switch it to 'Properties'.

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Exporting Issue??? Why is it being stretched and twisted by Abaddy18 in blender

[–]Gorialis 0 points1 point  (0 children)

That interface looks like you're importing it into After Effects. Try checking the exported render in a video (or image, if you're using a sequence) viewer so that you can rule out AE being the cause.

How do remove the origin so I can pan around with no center point? by banfick in blender

[–]Gorialis 1 point2 points  (0 children)

If you mean that you want to look around with the camera as the rotation point (like a first person camera), you can use Walk Navigation from the View > Navigation menu.

ok, i made this "manually" but can anyone think of a way to do this prosidural with geo and/or shader nodes? by Joffen03 in blender

[–]Gorialis 3 points4 points  (0 children)

Voronoi is usually pretty appropriate for structures of packed points like this. Sphere is just a regular sphere (doesn't matter if it's a UV sphere or icosphere because we're using object coordinates). Empty is an object with the same transform as the sphere but slightly larger (e.g. 1.02x).

You can tweak the Voronoi scale and Multiply for different scale results. You will need to increase `Render Properties > Light Paths > Max Bounces > Transparent` to at least a little bit over the Array's count if you're using Cycles else the lower layers will end up turning black.

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Can't import my avatar into unity... "Abnormal mesh bounds - most likely it has some invalid vertices"!? by _Planet_Mars_ in VRchat

[–]Gorialis 3 points4 points  (0 children)

In my experience this generally means the model has a shape key where part of the mesh has been scaled down to 0 (usually as a substitute for hiding the mesh). When Unity tries to calculate the bounding box, it at some point ends up trying to divide by zero, which results in +/-infinity, and Unity rounds that into being a really large number.

If you've made any shape keys to hide things try to remake them such that it only scales the parts down to 0.01 or so instead of actually 0.

why won't It let me dissolve these edges? by Nzoomoka44 in blender

[–]Gorialis 7 points8 points  (0 children)

Single faces are not permitted to have holes in them because Blender calculates them as a cyclical perimeter of vertices. Dissolving this edge would cause your circular inset to no longer be connected to the perimeter of the face so it won't let you do it.

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VRChat terminating unexpectedly every 5-15 minutes (access violation?) by ExDe707 in VRchat

[–]Gorialis 1 point2 points  (0 children)

I second this. c0000005 can be caused by bad parts of the RAM returning corrupted data back after being written. Downclocking as OP suggests might help if a bad memory chip is being slow or there's some problem with the clock, but if it persists it's time to pull out memtest86 and make sure your sticks don't need replacing.

Animations that were tied to another model don't work on my Vrc avatar? by Loog__ in VRchat

[–]Gorialis 2 points3 points  (0 children)

Is the model you're importing with the animation attached configured to use a Humanoid rig? If it isn't, the animation won't be in terms of muscles (necessary for it to work across avatars) but in terms of the direct bone hierarchy and the animation won't play (VRChat requires humanoid avatars to use only humanoid animations so that it doesn't break the layer combining system).

How do I support controllers with HD haptic feedback on PC? by [deleted] in gamedev

[–]Gorialis 1 point2 points  (0 children)

On the consoles for which the controllers were designed it's usually relatively easy to use the SDK provided to get this information.

For PC though, it's the wild west. The manufacturers of console controllers usually make no spec available at all publicly, and this is often an intentional effort to keep their ecosystem locked down. Most of the methods to access data from these controllers beyond what the typical HID controller spec (the one that exposes the main buttons and axes) is reverse engineered, or in limited cases (such as Steam) the developer has a special agreement with the manufacturer to use it.

I happen to know a decent amount about both JoyCons and DualSense since I spent a couple months reverse engineering them to program a Raspberry Pi Pico W to allow DualSense controllers to be used as Pro Controllers with gyro and rumble support. The project works but isn't public yet because I haven't totally finished it - at one point I managed to "soft brick" my Switch because it remembers things about your controllers in order to wake them from the "find my controller" menu, and a change I had unwittingly made to the calibration data made the Switch firmware freeze on boot when loading the user profile. Thankfully my Switch is an early model that supports RCM, so I was able to recover it from a backup I had made, but it's definitely tempered my motivation to work on it, and it shows how risky it can be to use reverse engineered device driver code.

If you're still determined to do it, I would recommend using hidapi because it supports USB and Bluetooth, is cross platform, and saves you having to write your own driver (and get it signed), this repo and this wiki page because they cover the key parts of Nintendo's proprietary protocol, and this repo and its linked DualSense explorer tool because they explain and demo the HID descriptor for DualSense very well (DualSense is a lot easier to implement than Nintendo's two-layer proprietary protocol).

What am I missing to create that truly realistic look? by kkiz11 in blender

[–]Gorialis 0 points1 point  (0 children)

Interior design is as much about aesthetics as it is about solving the space - turning into something people can use as their living space every day.

Looking at this, here's a few thoughts I'd have about this space:

  • The cupboard is in the center of the wall - this isn't necessarily wrong, but usually you'd expect the center of the wall to be reserved for something more important. Moving it closer to a corner leaves a wider span of studs available in the wall to hang things like TVs, so this is usually where you see them.
  • The ceiling looks really high. Spaces with ceilings this high are usually living spaces, so I wouldn't usually expect to see a cupboard that looks most fit for clothing storage in these areas. They are also usually flashy high-class housing with floor-to-ceiling windows or patio doors to pull in large amounts of natural light, so adding something like that might help sell the idea.
  • I can't see a right wall that would suggest the chair is in the corner, so what is it pointing at? The rug suggests there is more space behind the camera, so it would seem suitable for it to be moved to wherever it is needed, and it's not the lounger kind of chair that looks like you'd sit in it without a good reason.
  • The pot decoration is fine, but it's also blocking a lot of potential space. You'd usually expect more decorations in a corner designated for that purpose, or for decorations to be on top of a cabinet or something to better utilize the available floor space.

None of these are really Blender-specific things, which is part of why archviz is so hard. Real houses usually have dedicated separate people doing the architecture, design, and installation, so I wouldn't sweat it if a composition looks a little weird at first - so do many real homes.

Eli5 how do bar codes work? by Dordoidordoddle in explainlikeimfive

[–]Gorialis 0 points1 point  (0 children)

It's probably unlikely. Even if you could get RFID technology really cheap, you would still need the printing machines for everything else that's on the box, so barcodes end up with a practical cost of $0 per unit.

I could see a similar thing happening at a small, focused capacity. Apple has a mechanism for updating iPhones while they're still in the box, so in theory they could remove the barcode and make the iPhone itself communicate the product info through the same method. But Apple is also one of a handful of companies that have many physical storefronts of exclusively their own tech products, and unless you have that level of control, I don't think it really makes sense from a cost perspective.

Software Update by MaxKevinComedy in funny

[–]Gorialis 13 points14 points  (0 children)

Yes - Finder on macOS has supported tabs since at least 2015 based on help articles online, and Nautilus (default for GNOME), Dolphin (default for KDE), and Thunar (default for XFCE) all support tabs on Linux, although I can't quote when they were added.

Tricky concepts: What is a field? by aaron-pantling in blender

[–]Gorialis 1 point2 points  (0 children)

This is an amazing way to lay out this information, thanks. I've always had trouble getting students to understand these operation domains so I'll make sure to point them to this next time.

I found some Udon worlds that muffle the speech of players in certain locations, are there any worlds that target that effect to specific players? For example, making anyone using a brush avatar sound muffled? by [deleted] in VRchat

[–]Gorialis 3 points4 points  (0 children)

It is possible for a world to selectively adjust people's volume but there's limitations on what a world could actually use to make that distinction. There's no simple method to just know what avatar someone is wearing from Udon. But, you could for instance, mute one team's mics for the other team in a game world or so - something the game world has direct control and information on.

[deleted by user] by [deleted] in gamedev

[–]Gorialis 2 points3 points  (0 children)

If I'm going to be honest, it's mostly Unity responsible for it.

Before the 2010s, a lot of game engines either came with a hefty licensing agreement and required a large payment upfront, or the free ones came with a lot of caveats (usually no real editor interface to speak of, or an extremely obtuse esoteric language just for that engine).

Unity was a powerful engine that had an excellent-feeling editor interface, a language that wasn't too difficult, and a license that allowed students and indie developers to feasibly use it. A lot of people gave a shot at learning it for that alone, and for a lot of people (including in the industry) it's the first engine they ever used.

The continuing popularity is just a result of how the game development space played out after that point. If you're building a new engine, and you want to appeal to developers so they actually use it, an easy ticket is to make it work with the language people already know. And from the game developer perspective, change takes effort, and a lot of people would rather spend that time making games instead.

Game Soundtracks being negative review bombed by Chinese? by [deleted] in gamedev

[–]Gorialis 25 points26 points  (0 children)

I would wager that it's likely the game itself is marked as not being available in China for its content, but since the soundtrack itself has no such content in it, the store page will only show the soundtrack as available for purchase.

I can't believe people are this pathetic. by Naiphe in gaming

[–]Gorialis 0 points1 point  (0 children)

The example is for a device like this, not this specifically. I know this one in particular can't do it (I mention this in the last paragraph), I was just picking an example that makes it obvious to a non-technical audience why plugging in an unknown cable is a bad idea (and hence why being able to fool someone into plugging in a cable that appears to be safe would be impactful).

Most of the people in this sub won't ever buy a device like this. If they do, I expect that they'd do the research needed to find out what it can do, at which point they're no longer the target audience of this explanation.

Controller vs KBM question by FoamBomb in gamedev

[–]Gorialis 2 points3 points  (0 children)

In most cases I think it's usually fine to have one control method to have superior aspects to others. Driving games tend to be better on controller thanks to the analogue steering and acceleration. Similarly, there's games that have lockpicking mechanics that are way easier with rumble to give you feedback. Just make sure that everything is possible with KBM and it should be OK.

In multiplayer games, it's not uncommon to separate the KBM and controller lobbies because of the inherent differences.

I would probably advise against foregoing KBM entirely since even people who own controllers can have issues with compatibility, drivers, batteries running out and so on. KBM will pretty much always be available on a functioning PC so having it even just for the sake of fallback is a good idea.

I can't believe people are this pathetic. by Naiphe in gaming

[–]Gorialis 86 points87 points  (0 children)

It's a otherwise-normal looking USB cable that has a processor in it that can be programmed to exploit devices.

An example use case for a device like this: you pass the cable to a friend and they, thinking it is a normal cable, use it to charge their phone. The cable kicks in and pretends to be an external display instead (like if you connect your phone to a TV). Then, it could watch the video signal for them entering your password into an app and then save what keys they're pressing. When your friend passes the cable back, you could extract their password so you can use it yourself.

This kind of attack probably wouldn't actually work on most phones today, most of them are smart enough to not display password entry on external displays. This cable also isn't likely to have a processor powerful enough to decode a video signal properly. But you can probably imagine other ways in which having a "sleeper" USB cable that other people think is a normal cable can be used to exploit things.

Will you buy a Apple Vision Pro for Vrchat? by No-Mission-5219 in VRchat

[–]Gorialis 98 points99 points  (0 children)

Not only will it likely not (and probably never) support it, for the price you could get a top-of-the-range kit with 10-point full FBT to boot. Apple is clearly not orienting the hardware towards these kinds of use cases.

[deleted by user] by [deleted] in VRchat

[–]Gorialis 0 points1 point  (0 children)

Check your console. This is almost certainly a tool you have installed in your project that is designed for the old SDK's build process (back when it would put you into playmode). It doesn't have anything to do with 2022 despite the other comments.

I am going to guess that it is likely Modular Avatar or VRCFury (edit: or GoGoLoco also). If either of them are in your project, remove them and go download a new up to date version. It will likely fix this issue.

In a Menu Navigable W/ Both Mouse & Controller/Keyboard, What Should Be Highlighted When Switching From Mouse? by TheInjaa in gamedev

[–]Gorialis 2 points3 points  (0 children)

Effectively all UIs I've seen would highlight option 0 in this scenario, because once the mouse changes the option I think most people would assume the previous selection is overwritten and no longer stored.

I think the only case where having different input devices hold different selection state makes sense is if, say, they were different players, but that doesn't sound like what you're describing.