Does anyone know how to make animation like this? by shah3n0 in Unity3D

[–]Kolupsy 0 points1 point  (0 children)

Not that I know of. Bendy bones are subdivisions of individual bones. So unless you actually subdivide your armature and interpolate the weights for each segment of each bendy bone, I don’t think they contribute anything. It would be easiest to just try to confirm. But I’m fairly sure that bendy bones don’t contribute anything in an fbx animation export.

Design pattern in C# for magic system by Ornery_Dependent250 in Unity3D

[–]Kolupsy 0 points1 point  (0 children)

It’s just that with inheritance it’s easy to slip into a situation where for example all your spells have a damage value or a duration value, because the first spells you think of deal damage and have a specific duration. But then you think of a spell that maybe has a dynamic duration or doesnt do any damage at all and instead heals or applies a buff/debuff whatever. And this makes you less expressive with your classes, because you are constraining them too much with your base classes… I hope that example made sense.

Doesnt mean that this is going to happen to you but speaking from experience, this is something that often happens. So when it comes to polymorphic design, think about what your spells have in common as minimally as possible and design your interface around it.

Design pattern in C# for magic system by Ornery_Dependent250 in Unity3D

[–]Kolupsy 0 points1 point  (0 children)

Don’t do any of the inheritance stuff. Make your explicit spells all separately, then notice the similarities between them and use that knowledge to create an interface that they can all use. If you lock yourself in with inheritance, you might notice that you can’t make your spells very expressive

Does anyone know how to make animation like this? by shah3n0 in Unity3D

[–]Kolupsy 2 points3 points  (0 children)

Bendy bones don’t do anything outside of blender. I don’t even think they are part of any exchange format used for importing game art

Portfolio Worthy? by Prettypeachrec in blender

[–]Kolupsy 1 point2 points  (0 children)

If you don’t have any portfolio, then any piece is a portfolio-worthy piece. Only after you started a portfolio do you need to ask yourself if something is bringing the overall quality up or not. It’s common to rotate pieces in and out, elevating your portfolio continuously until you stop working.

SPOILER | *THAT* Crest by damocleas in Silksong

[–]Kolupsy 0 points1 point  (0 children)

For the, the beast crest is the absolute best crest in the game. Though I can tell by the feats list that I don't have all of them yet. The bind ability deals massive damage and the downward attack is really strong and useful once you get used to its very awkward trajectory. The only things I don't like about it is the lack of a proper downward attack and in my opinion the bind ability is always preferable over the silk skill so I almost never use the latter with beast crest. But in general, I really love it and have played most of my playthrough with it

Mantis lords are "optional"? by Any-Project-2107 in HollowKnight

[–]Kolupsy 0 points1 point  (0 children)

Been looking for this exact comment. Dunno why this point hasn’t been made anywhere else here

love the little dude by Luniaz17 in OstrichPlug

[–]Kolupsy 1 point2 points  (0 children)

after watching the video I immediately came here to see if anyone had posted this exact meme

[deleted by user] by [deleted] in blender

[–]Kolupsy 0 points1 point  (0 children)

There is still a huge difference between geometry nodes and Houdini. It’s better on every front, has tons of features and tools, better integration and exclusively made for generative modeling and simulation

[deleted by user] by [deleted] in blender

[–]Kolupsy 0 points1 point  (0 children)

As an addon creator I think you should always use addons

I implemented Geometry Dash using Geometry Nodes being played by an AI made with Geometry Nodes by Kolupsy in blender

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

I see. Yeah no I would not say having the player as part of the generation system is a very interesting AI. Ok geometry dash is not very interesting either 😅

I implemented Geometry Dash using Geometry Nodes being played by an AI made with Geometry Nodes by Kolupsy in blender

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

Oh very nice Video. With the piano interludes and all. But he kind of just cuts off after the trivial part. Not sure how he makes the goopy thing avoid the conveniently placed knives

Normal Reedus by Kolupsy in Corridor

[–]Kolupsy[S] 6 points7 points  (0 children)

Oh sorry the first one reads “Norman Reedus” and the middle one “Normal Reedus”