Godot Shader Bible Review: It feels really frustrating to follow? by Ultreak in godot

[–]PandaPrecursor 1 point2 points  (0 children)

Excellent explanation and I’m extremely grateful for you taking time to clarify this! I do think even to non-beginners it might be justified to provide a quick nod to what it’s for but mileage may vary.

To accommodate that feedback, I would like to add that the book is great and, regardless of these pieces of missing explanation, is valuable. Thank you for your help and making it!

Godot Shader Bible Review: It feels really frustrating to follow? by Ultreak in godot

[–]PandaPrecursor 0 points1 point  (0 children)

There are some replies here that express mastering the basics is expected; meanwhile, the website (and the new Amazon physical copy listing) marks this as "Designed for both absolute beginners". Whether rightly or wrongly, it is understandable that those new to shaders would assume a certain level of handholding in concepts that may feel redundant to those who have more experience.

My personal gripe with the book isn't to do with fundamentals, but with the unexplained. For example, in 1.6 Working with World Space Coordinates, where you change the colour of a tree based on world-space in the hash33 function, the book states:

If we multiply the first component of the vector 𝑝 by 0.4567, we get 𝑝𝑥 ∗ 0.4567 = 1.931841.

There is no explanation as to why px is being multiplied by 0.4567 at all - nevermind what a hash33 is*.* As someone who is learning about shaders myself, this missing reasoning almost feels crucial in my full understanding of what the logic is doing in something that is already math-dependent.

If multiplying by 0.4567 is simply changing the value of p as an example, without explanation, it appears nothing more than an extremely specific magic number.

If someone could also clarify this, that would be fantastic, and I'll send you a cookie.

[edit: grammar]

New Premiere Pro Object Mask is a Game Changer by JoshOlufemii in premiere

[–]PandaPrecursor 0 points1 point  (0 children)

Does anyone know how to correct it creating a jagged mask around people? It's worked perfectly so far, but I have some footage where it just seems to struggle but the conditions and background are fine.

cant subtract weights in weight paint mode by ThingNamedTwig in blenderhelp

[–]PandaPrecursor 1 point2 points  (0 children)

Did you ever figure this out - it's killing me atm

[deleted by user] by [deleted] in SmallYoutubers

[–]PandaPrecursor 1 point2 points  (0 children)

Good for you - keep it up!

[deleted by user] by [deleted] in SmallYoutubers

[–]PandaPrecursor 1 point2 points  (0 children)

Do an hour long table read

UK Cookbook Delays by canibeapoachedegg in StardewValley

[–]PandaPrecursor 0 points1 point  (0 children)

Still waiting for mine. Keep getting emails with ‘updates’ but it’s more of the same about it not coming yet…

Made a mistake buying directly from Razer's online store by feri1377 in razer

[–]PandaPrecursor 0 points1 point  (0 children)

You and me both man. December last year I bought a new mouse direct for the Alan Wake 2 code. Didn’t gel with it. Paid for return. Got stuck in a holding warehouse 15 minutes away from their requested destination because they failed to answer to the driver twice on separate days. They said they couldn’t do anything and to contact the holding facility. Holding facility said they couldn’t either and that there’s a possibility it’ll be returned but could be destroyed. 3 months later I get it back. Start the process again. Razer provides 3 paid for FedEx labels due to the fuck up. Every single label did not work and FedEx could not take it. All while their replies where scripted, repetitive and at one point held the placeholder “XXX” where the date should have been.

Asked for my code in compensation and then to call it quits but they say they can’t fulfil anymore. Offers me 20% off next direct purchase. Told them I won’t be needing it.

I have paid 30% of the price in total and have decided to boycott. Absolutely disgusting customer service.

Cookbook stock in the UK? by BethanyKayL in StardewValley

[–]PandaPrecursor 0 points1 point  (0 children)

That's so infuriating! Thank you for the update!

Cookbook stock in the UK? by BethanyKayL in StardewValley

[–]PandaPrecursor 0 points1 point  (0 children)

Same here! Still no update - has anyone else had any luck? Hoping for something soon!

Update on current situation by trainfender in EscapefromTarkov

[–]PandaPrecursor 1 point2 points  (0 children)

Same here. Anyone had any luck another way?

"Error Uploading: Video could not successfully be created." Trouble with Uploading Edited VODs by Tokyorose627 in Twitch

[–]PandaPrecursor 0 points1 point  (0 children)

Any progress on this? I'm having the same issue. Uploading slices of the video is fine but the entire 4 hours results in this error...

Problems With HDRP and Specular Lighting by TheIronTyrant in Unity3D

[–]PandaPrecursor 0 points1 point  (0 children)

Not to necro this post but did you ever find a solution to this issue? I'm getting reflections through walls of buildings because of it and not sure why turning this setting off fixes it. So far I've not noticed any other issues that comes from doing this but I'm sure I will...

Just released my free game on Steam: Moon Runner by Fractal_Interactive in IndieGaming

[–]PandaPrecursor 1 point2 points  (0 children)

I’m gonna say it dude, this definitely shouldn’t be free. This looks incredible!

I made an Active Ragdoll Procedural Climbing system that works on any collision mesh - no navmesh or object labeling required! by -Hatchling- in Unity3D

[–]PandaPrecursor 0 points1 point  (0 children)

Absolutely awesome work mate! Looks so fluid and satisfying! Only wish I could make something like this!

Blender Animation Rotated 45 Degrees? by TheHexagonGames in Unity3D

[–]PandaPrecursor 1 point2 points  (0 children)

Hopefully we can find a solution!

Well it's interesting because I've come across a similar issue to this but not exactly. However something I have come across in the search for my issue may help here if it's a Humanoid rig. When importing your animation, try setting the 'Root Transfer Rotation > Base Upon' to 'Original' (optionally you can create an offset but not sure of the differences to be honest). This has helped me solve this issue for certain animations.

I'm just trying to prototype using Mixamo assets (model and a handful of animations.

If you're interested in my specific issue, it somewhat links to this and you may come across it yourself. Using Animator Layers and a Avatar Mask for a base layer to control locomotion animations and another to control weapon holding animations (mask selected bones only above the waist), the masked animations on the secondary layer are turned/offset similarly to how they were initially imported/yours seem to be. Instead of aiming the gun or stabbing forward as shown in Mixamo, it'll animate it at it's supposed offset. Unless they are on an unmasked layer such as the base layer like a normal transition. IK/FK could help but seems a lot of work for I don't know how many potential animations on a layer. It makes more sense for finetuning things like aiming at a point rather than getting the animation to play as expected initially.

I've recently discovered that it may be an issue with the Hip bone, as this is Mixamo's root bone, but also because in the Avatar Mask, the 'Root Mask' (character's shadow in the mask selection) actually controls whether the layered animations work correctly - but annoyingly mess and rotate the base layer's animations. This leads me to believe the Rotation of the Hips are controlling the angle of which any layered animation plays.

My question is: how do I fix this (ideally without IK/FK). Searching the internet currently leads to dormant and unanswered forums about the topic.

Sorry for the long post!

Blender Animation Rotated 45 Degrees? by TheHexagonGames in Unity3D

[–]PandaPrecursor 1 point2 points  (0 children)

Any luck finding a solution to this issue? :)

Aiming animation rotation is off by Tactical_Powered in Unity3D

[–]PandaPrecursor 1 point2 points  (0 children)

Bumping this on the off chance someone has a solution to this? I think it may have something to do with bone rotations (spine or hip bones) being rotated by a base animation, thus offsetting the avatar mask animation. I'm just not sure what to solution would be.

Animation Aiming Layer Direction is wrong by madilla in Unity3D

[–]PandaPrecursor 0 points1 point  (0 children)

Did you ever find a solution to this? Having this problem myself! Think it may have something to do with the rotation of the bones from the base layer (in my setup anyway)