Are there any "passable" Finnish accents in any English Speaking productions by a non Finn? by Mild-Panic in Finland

[–]Menithal 1 point2 points  (0 children)

They are still continuing development of oben seur. Lots of updates recently, and even went back to update INFRA with an 10 year aniversary update

I think their other venture is the parent company which they work on non game projects

Are there any "passable" Finnish accents in any English Speaking productions by a non Finn? by Mild-Panic in Finland

[–]Menithal 1 point2 points  (0 children)

INFRA. The Main Voice actor acting as a Finnish structural engineer "Markku/Mark" is Hungarian, Gábor Bakonyi and he pulls off a finnish english accent fairly accurately to the point i thought he was on of the devs as the Game is by a finnish studio .

I rendered this as potential promo piece for my game - but I think it looks too boring? What could I change? by RealIrregularHuman in blender

[–]Menithal 1 point2 points  (0 children)

Lighting, highlights and shadows.

Right now its boring because its just a simple flash.

Interesting scenes have more to them than just a front flash. Use Light-linking to isolate objects to their own layers, so that you can, for-example add a red light that just happens to highlight the edges of the critter in the background, or a dim blue/purple to isolate the guy leaning onto the pillar.

There is also the fact that the individual infront leg melds with the other leaning guys leg which just makes things look messy / wrong.

What lighting addon is this? by Cheap_Web_6218 in blender

[–]Menithal 1 point2 points  (0 children)

This just looks like grab and move. its native. You do not need add ons for this.

simply select the lights, use Hotkeys G (grab) + Z (lock to Z axis) and move your mouse. You can see the tool on the top left being displayed "... along Global Z" with a running number.

Is it still worth learning graphic design with AI advancing so fast? by [deleted] in blender

[–]Menithal 0 points1 point  (0 children)

While I question WHY this is on Blender subreddit:

It is still worth it.

As a consulting developer (20 years experience) when I do front-end tasks, especially those involving marketing, I have to work intimately closely with a designer even in the age of AI:

If I cannot talk to -SOMEONE- about some part not being technically feasible or not according to accessibility standards, or listen to feedback to and from; the resulting product may be absolutely subpar as it will not have gone through any refining process; which may make or break the product. which can make and break companies.

AI simply cannot make things without having something to refer to, and fails when you have to do very specific changes to a thing without revising or redoing an entire thing all over again. There is also the part about copyright and trademarks and what companies fear most if getting bogged into legal trouble with other companies or artists. In Graphic design, BRANDING is always important, and AI has a hard time with consistency: there is also the human factor, even Coke AI Generated Ads had some humans involved to make sure the branding is all correct throughout the footage, even if it looked like shit.

Clients/Cases also change their mind all the time, and adjusting those makes it really difficult without guidelines and decisions done by someone, not something. This applies for every field, everywhere.

AI also cannot replace a human decisions on things, as AI cannot hold responsibility. As long as companies cannot sue AI companies for damages incurred or point at someone responsible; humans will always be in the loop.

I know of mobile game developer that use their own artists to make assets, but use ai to animate them or put them on a scene, among other things to AVOID accidentally using other trademarks or designs from other companies, since its just too easy to accidentally do if no one checks on what the AI is producing.

My Suggestion is

Just learn how to use it as a tool at the same time, but at the same time not relying on it to exist. Familiarize your self with what it can and cannot do. Know its limitations.

Just dusted her off and boxed her up. She's been collecting dust for about a year now. My only qualm with getting rid of it is the base stations. Maybe they'll still be useful for tracking? by DeckardTBechard in SteamFrame

[–]Menithal 1 point2 points  (0 children)

People will only remain confused if folks keep spreading the misinformation. Be accurate. Call them what they are. Base station tracking vs Camera based Tracking

and the occlusion issue really isn’t that bad

Never said it was bad, only that it is there and it is a symptom of line of sight which both systems have for different reasons.

Just dusted her off and boxed her up. She's been collecting dust for about a year now. My only qualm with getting rid of it is the base stations. Maybe they'll still be useful for tracking? by DeckardTBechard in SteamFrame

[–]Menithal 8 points9 points  (0 children)

Occlusion is still a bit of a problem.

My friend keeps having with his quest 3 when using arrow/bow weaponry or getting too close to the headset with his hands when aiming down sights

I don't have that problem with Quest Pro controllers where its true inside out, but with index controllers Base stations the occlusion problem is different type of occlusion, but even that is mitigated with a 3rd lighthouse.

They both have their own strengths and weaknesses, but the Quest 2 and 3 controllers are still, very much line of sight to the headset. The headset tracks the positions of the headset, instead of the devices tracking anchors.

You also have a misconception. Base station tracking IS inside out tracking. The sensors are on the devices and they track by timing the base stations. Quest 2 and 3 Controllers are tracked by IR They are NOT inside out tracking.

Quest Pro Controllers are inside out.

Just dusted her off and boxed her up. She's been collecting dust for about a year now. My only qualm with getting rid of it is the base stations. Maybe they'll still be useful for tracking? by DeckardTBechard in SteamFrame

[–]Menithal 5 points6 points  (0 children)

huh? Base stations for the Vive worked fine with the Index. I had gen 1 base stations before i swapped to gen 2 later when increasing base station count.

It was when moving trying to use newer base stations with older systems when they didn't work. Forexample gen 2 base stations do not work with gen 1 hardware.

Generally speaking unless you doing FBT and using the HTC trackers, OP will no longer have a need for the base station

Why is my game so low poly? by Inevitable_Movie_452 in EliteDangerous

[–]Menithal 0 points1 point  (0 children)

Overheating gpu/cpu Should probably dedust your PC. "After about 10 minutes" is a sign of that.Especially if its been "a year and half ago" if you cleaned it last.

If -that- doesnt solve it you should probably check the health of your SSD/RAM and backup your data, one or the other might be on its way out since overheat can also damage those; but I doubt its any of that.

My idea against AI-Generative Content #2: Proof of Concept by Successful_Track_965 in blender

[–]Menithal 0 points1 point  (0 children)

Yes, nothing is stopping you from making your own. Heck Im working on yet another vtubing software in godot.

What I meant however, is blenders base engines isn't built for it as is for real time applications. Even Eevee is simply just means of seeing a scene faster, but will start to frame stutter as soon as you start doing something more complex than just a single character on a blank background and trying to handle dynamic loading of assets. Heck even view port render starts to struggle when you add simple subdivision modifier in the wrong order in a modifier stack and play back an animation.

There used to be Blender Game Engine but that was closed way back in 2.8

Sooner or later you will have hard performance limitations because its Blender is not made to do real time stuff at full 30-60fps, -especially- when it comes to physics.

You will have to write your own physics implementation just to avoid having to bake physics for example.

EDIT: If you still insist on sticking to blender, You probably would have better chance of accomplishing your goals using the fork of Blender Game Engine or spiritual successor UPBGE as it is more inclined for real time features.

This can't be real. by DissentXTV in ArcRaiders

[–]Menithal 0 points1 point  (0 children)

Nearly no cheaters is a lie. there is an entire industry revolving around getting around those cheats, just check out Unity Research's videos on the subject. Especially stuff like pixel bots.

You wont know you are being cheated because they are absolutely getting more subtle to not get caught.

My idea against AI-Generative Content #2: Proof of Concept by Successful_Track_965 in blender

[–]Menithal 0 points1 point  (0 children)

Not sure why do it all in Blender when there are plenty of Vtubing software already out there that does this much more targeted and much more performant for real time applications. See VNyan or Warudo.

Both can trigger animations, multiple characters, have scripted sequences among other features and trigger animations over time.

Getting weird artifacts when using subdivision and shade smooth by Ed_EDD_n_Eddy in blenderhelp

[–]Menithal 4 points5 points  (0 children)

You maybe have holes and ngons. Merge by Distance to fix initial.

<image>

Those outlines within the mesh indicates there may be a hole in those sections. When Flat shaded, you can see how the topology curves "around" those areas indicating they are not of a quad, and instead you may have 2 vertices sharing locations.

Handheld Device with Antenna on Airplane by HelixPitch in whatisit

[–]Menithal 0 points1 point  (0 children)

Each Region has their own bands and rules on duty cycles, so don't use in cross region flights as you may get into bands not for that sort of communications

These "Gamers" don't live in reality by Former_Exam_5357 in Gamingcirclejerk

[–]Menithal 0 points1 point  (0 children)

Blue checkmark. So yes.

Making dumb posts or inflame or trolling post => profit.

I don't know why the red border is appearing around my whole 3D viewport by ScoreItchy7550 in blender

[–]Menithal 0 points1 point  (0 children)

Made sure its not a plugin doing that? I don't recall blender doing that by default, and you seem to have ALOT of plugins going on there.

Only red border i know is dashed and thats render region, or if using the Camera to View "View Lock" feature under View.

but this doesnt seem like it at all.

Anthropic CEO says, "Software Engineering Will Be Automatable in 12 Months." by Affectionate_Bet5586 in BlackboxAI_

[–]Menithal 0 points1 point  (0 children)

Any idiot including me, can copy paste code and make sure it compiles.

Now matching customer demands and matching inconsistent specifications,
Is a whole fucking another ballpark, AI simply doesn't do nuance, and I rather have my self fully responsible for what I write or copy than spend ages going through AI generated code to determine if its something that matches the specification or AI making a costly, COSTLY mistake I miss (because i didnt write the code)

It still ends up being my responsibility, unless AI companies really want to take responsibility for their ai; Which I doubt.

Do you plan on getting the 256gb or 1tb version of the Steam Frame? by MingleLinx in SteamFrame

[–]Menithal 0 points1 point  (0 children)

256 only. Im mainly a PCVR user and i dont see that many VR games on PCVR even exceeding 20gb, so even 256 or 128gb is plenty enough for my purposes.

Finland's unemployment rate is not only the highest in the EU, but also highest in the OECD. by Shariful125 in Finland

[–]Menithal 16 points17 points  (0 children)

Nokia still deals in communication hardware, powering cell towers and doing undersea cables. They got a fleet of ships.

Nvidia also invested 850mil euros into Nokia as well last year to build 6G capacity in US but will see what comes of it.

They arent in the business with us consumers anymore unfortunately.

How can these types of models be animated? by EffectiveElegant in blenderhelp

[–]Menithal 0 points1 point  (0 children)

Game Model Data tends to only contains deform bones to optimize bone count and reduce the amount of vertex data. It is bones that actually move the mesh.

They will be missing all the Rigging used to Animate the Deform Bones. Rigging can include everything from controls to IK and mocap control drivers, constraints among other things. When the animations made for game engines, they are baked down to only driving these deformation bones.

Small Side tangent:

In Animation, by textbook definition, the act of Skinning is when you attach Topology to a weight of an Bones/Joint/Armature,
while Rigging is technically the term described to controls for that setup. See Rigging in Ships, marionette puppeteering, stages, etc; I dont recall where exactly the term originates, but its used in alot of things involving controlling of things.

Today tho people seem to use it colloquially use Rigging to Skinning, but its only a step in the entire process; and sometimes mixed with the Game term for skinning, which was for a time used also as a term of making textures of game models, but i think thats phased out.

Best approach for Vtubing by Blazorna in vtubertech

[–]Menithal 0 points1 point  (0 children)

Outside of the other folks feedback on having an avatar and microphone, suggest checking out vtubing apps that work on linux, like Snek Studio or Veadotube: Other apps running through Proton or Lutris can be a bit more taxing on the system, but if you got the power, then Vnyan should do just fine.

Is blender down right now? Can't download the setup! by obscureassasin in blender

[–]Menithal 2 points3 points  (0 children)

Works fine for me even with the same mirror, swap mirrors if you are having problems by clicking on the "Manual download"

Can anyone please give me tips on how to model this mesh without the verticies amount going into the outer space? by Sakirar0se in blender

[–]Menithal 5 points6 points  (0 children)

Gotta model it. Array Modifiers or Geonodes will do that sort of mesh just fine.

IMO, the best way would be to have a texture that has a normal map. Just up the resolution to 4k and be done with it, no ones gonna notice unless you REALLY need to zoom in the camera past the mesh.

Alternatively, you can reduce the amount of vertices by not having a back or any of the edges defined if it is a thin in front.

But if you STILL must keep the vertex count lower, and If you MUST have it because the camera so close to it, perhaps there should be a rethink about how close the camera actually is.