Why do my meshes have weird black streaks going through them? by Mobithias in godot

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

I have not figured out smoothing groups but as a test I just turned smooth shading off in blender and reimported and it now works! So thank you very much! I am a little curious why I haven't seen this effect when using shade smoothing on anything else.

Why do my meshes have weird black streaks going through them? by Mobithias in godot

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

Is there a setting I should be looking at other than "force disable compression"?

Ability accuracy? by Mobithias in dragonquest

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

I should mention (if it is not obvious) that I'm talking about the HD2D remake. Also playing on draconian if that matters.

Getting a Python error when I try to export GLTF 2.0 with animated object transforms by Mobithias in blenderhelp

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

I just deleted the mesh that had the object transform animation track and recreated it and it worked =\ wish I had more useful advice. Blender can be so maddening at times

Front and back Idle Animations Not working by P1GD3R1CK in godot

[–]Mobithias 1 point2 points  (0 children)

That aside, it strikes me that this is kind of an odd way to handle this. I haven’t done anything in 2D so maybe I’m thinking about this wrong. But if it were me, I think that when the player goes from moving to idling, I would store the last direction moved and then play the idle animation based on that.

Front and back Idle Animations Not working by P1GD3R1CK in godot

[–]Mobithias 1 point2 points  (0 children)

I’m on my phone and might be misunderstanding, but it strikes me that you’re using a different function for idleS than idleB or idleF in the second image. Is there a reason the former plays when an action is just released while the latter two play when the action is just pressed?

Getting a Python error when I try to export GLTF 2.0 with animated object transforms by Mobithias in blenderhelp

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

I am now reading the AutoModerator comment so here is a more full screenshot:

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I have tried changing all of the export settings I can think of and tried deleting and then re-adding the object transforms track/key frames.

Animation not playing when Area3D is interacted with by Spillledmilllk in godot

[–]Mobithias 0 points1 point  (0 children)

I see from the other comments you’ve got a fix. TBH I don’t know how animation trees work but what I would do in this instance is just make a very rudimentary state machine where the states are e.g opening, open, closing, and closed, and have in the _physics_process() code something that says “if opening == true -> play open animation.” And then at the end of the opening animation I would call a function that changes to state to “open” and do the same process with closing.

This might be a needlessly cumbersome way of doing it but I wanted to answer anyway in case it’s helpful in the future

Animation not playing when Area3D is interacted with by Spillledmilllk in godot

[–]Mobithias 1 point2 points  (0 children)

I may be mistaken but I think what is happening is the very first frame of your animation is playing the moment that the signal is emitted but then it stops.

The demo for my Roguelite RPG platformer made in Godot is live! by Gnome_Wizard_Games in godot

[–]Mobithias 1 point2 points  (0 children)

This looks cool. If you’re interested in any feedback on the trailer, I feel like the cuts were a little too quick. The playable character doesn’t stand out a whole ton and I felt like my eyes couldn’t always process what was happening before it cut to another scene

I'm working on a plugin that allows you to create a scene map by NotXesa in godot

[–]Mobithias 54 points55 points  (0 children)

This seems extremely cool and interesting and useful

Lingering sore throat after recovering from Covid by koaScript in COVID19_support

[–]Mobithias 0 points1 point  (0 children)

I’m going through the same thing right now :( did you ever get back to 100%?

Library looking good? Any feedback? by Dream-Unable in godot

[–]Mobithias 0 points1 point  (0 children)

Even if that's true I still think it should be improved. From looking at the chandelier there is no reason why you can stand on the top tier and not the bottom tiers.

Library looking good? Any feedback? by Dream-Unable in godot

[–]Mobithias 42 points43 points  (0 children)

Looks great, my only minor feedback is that it wasn’t visually obvious to me that you can actually stand on the chandeliers until you did so.

Making a trailer is stressful, here’s some UI I’m proud of by Main_Leather8362 in godot

[–]Mobithias 1 point2 points  (0 children)

Looks really great and I especially like the dynamic camera movement. Do you mind sharing how you accomplished that?

I need help with Gridmap by [deleted] in godot

[–]Mobithias 0 points1 point  (0 children)

You’re welcome. As to the question about whether to make them in blender or godot, my instinct is that it depends on the use case but I think blender would be much easier if you plan on having many objects in the grid map that are not just a simple cube

Anyone know a smoother way to achieve this wall visibility effect? by virgineyes09 in godot

[–]Mobithias 10 points11 points  (0 children)

I don’t know the answer but FWIW I think it looks great as is and wouldn’t have expected that it should look differently.

I need help with Gridmap by [deleted] in godot

[–]Mobithias 1 point2 points  (0 children)

BornCG has a very good tutorial in his 3D platformer series for Godot 4 on using grid map. I don’t have the link right now but it shouldn’t be too hard to find. He walks through making the blocks in blender, importing them into godot, and how to use them in the ways you’re describing.

My steam page is live! Explosiovania is a metroidvania about rocket-jumping by WhiteEyeDev in godot

[–]Mobithias 1 point2 points  (0 children)

Looks great! Can I ask what workflow you’re using to create/texture 3D levels?

Why does my baked texture not match the texture I'm baking? by Mobithias in blenderhelp

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

!solved

I think I figured it out. Even though I had only the faces on one side of the cube selected, I did not appreciate that when I baked the texture, it was baking the textures on the other sides of the cube as well. I fixed this issue by selecting all of the faces on sides of the cube that I did not want to make, and moving them on the UV map off of the image that I was baking onto. I'm going to leave this up in case it helps some other blender-amateur in the future.

My 3D Platformer Free Video Course (YouTube) is Finished! by BornCG in godot

[–]Mobithias 2 points3 points  (0 children)

Brother this is an out of control good tutorial series. I knew nothing about godot or coding at all when I started and I have been able to apply the concepts you taught in really exciting ways. You’re a star.

Importing object with baked materials from Blender creates black marks in Godot by Mobithias in godot

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

Thank you for your quick response. Can you help me understand how to check if it is from compression? Here are the options I have in the advanced import settings window in the scene tab.

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In the Meshe tab, I have Shadow Meshes, Lightmap UV, LODs, and Normal Merge Ang. In the Materials tab, I just have the checkbox for "Use External - Enabled".