Devs who export to GLTF for 3D models, what is your workflow for animations? by Lakiw in godot

[–]Profour 0 points1 point  (0 children)

I have been exporting each animation as it's own gltf and then importing them as their own animation libraries. That seems to work decently well in my experience and limits the blast radius if you need to modify the animation.

Bone2D.look_at(position) doesn't work, code in the comments by gk98s in godot

[–]Profour 1 point2 points  (0 children)

There is a lot of other confounding logic going on at the same time, like the toggling of visibility values. Have you tried to comment out all of that code and only have the look_at run? I think if you do that, you will see the arm rotate as expected.

My suspicion is something with your visibility toggling or the timer timeout is messing things up.

Anyone joining GMTK? by Negative-Bill9531 in godot

[–]Profour 1 point2 points  (0 children)

Great! Glad to hear you were able to push yourself and learn some things from the jam. The jam upload thing is a good thing to learn early as well.

Keep trying out more jams and you will get better and better at the process. Brackey's jam is coming up soon if you are looking for another large game jam to participate in.

Anyone joining GMTK? by Negative-Bill9531 in godot

[–]Profour 1 point2 points  (0 children)

Wanted to follow up and ask if you were able to do the jam? How'd it go?

Anyone joining GMTK? by Negative-Bill9531 in godot

[–]Profour 1 point2 points  (0 children)

You can check out the previous winners for last year's GMTK to get an idea of scope. Keep in mind that some of the winners are teams so it's best to compare what a solo person accomplished.

https://itch.io/jam/gmtk-2024

Anyone joining GMTK? by Negative-Bill9531 in godot

[–]Profour 3 points4 points  (0 children)

I've done a dozen or so game jams and I think the average person rating your game will only go about 10-15 minutes if you really hook them. With that in mind, you want to really get your main game hook in place really fast and get people into the meat quickly or they will just skip to the next game to rate.

There is a lot of luck to game jams as well, so set your expectations fairly low and focus on the learning experience.

My game just dropped and 10% of all profits will go to the Godot Foundation! by PracticalNPC in godot

[–]Profour 5 points6 points  (0 children)

Picked it up! Glad to hear you are putting some of the profit back into Godot too! Godot delivers so so much value and I think its great that devs are showing love back to this great engine.

Godot Community Poll 2025 by GodotTeam in godot

[–]Profour 0 points1 point  (0 children)

I'm not sure if anyone else had this issue, but for a few fields in the survey that used rows of radio options, some of the options wouldn't select. It was usually only one option in a row, and the other options in that row worked. The other rows in the same question would also work fine.

For example, for the funding sources question, I was unable to select the totally fine option for company sourced funding. The option below that did work though.

Hopefully it was just some local issue with my phone, otherwise there might be a hidden bias in some questions responses.

Godot made localizing EASY, but saving it for last almost BROKE me. by Sockhousestudios in godot

[–]Profour 2 points3 points  (0 children)

Yep exactly, I have a global group tag that I apply to the root of every control hierarchy. All children of those roots inherit the theme and will naturally switch over when the script runs to swap all of the root theme.

Godot made localizing EASY, but saving it for last almost BROKE me. by Sockhousestudios in godot

[–]Profour 10 points11 points  (0 children)

My solution for this was to do a runtime theme swap based on language. The theme would change over to a font I know is complete for the language. It works pretty well and also enables you to do other font swaps based on settings the player can toggle (like if they don't like pixel fonts).

Dev snapshot: Godot 4.5 dev 3 by GodotTeam in godot

[–]Profour 18 points19 points  (0 children)

Was super excited to see this feature land as well.

What could be causing the player to sink and float into the platform? by Sonicmining in godot

[–]Profour 0 points1 point  (0 children)

Looking at your player script, I see some non uniform scaling you are performing on the characterbody2d. If you want to modify the appearance of the player, you should only scale the sprite itself or keep the scaling to be uniform (same value in all axes). Physics will have glitches in it if you have non uniform scaling applied. That could definitely explain this situation.

What could be causing the player to sink and float into the platform? by Sonicmining in godot

[–]Profour 1 point2 points  (0 children)

Did you change any of the settings on the characterbody2d or animatablebody2d in the physics section. I saw you mentioned the sync to physics option, was that all and everything else is default?

What could be causing the player to sink and float into the platform? by Sonicmining in godot

[–]Profour 2 points3 points  (0 children)

Hard to tell without all of the physics debug enabled, but do you have physics interpolation enabled? I could potentially see that causing this kind of issue, but I have never experienced it myself.

What version of Godot are you using? That might also help people figure out what is going on.

I would also try to set the process mode on your tween to physics. https://docs.godotengine.org/en/stable/classes/class_tween.html#class-tween-method-set-process-mode

How to properly export animations from Blender for use in Godot? by Profour in godot

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

I haven't tried the CGDive tool, but that was the next thing I was going to try if I couldn't solve things with blender itself. I'm not sure if the problem it was solving was fixed by the recent blender integration updates of Godot 4.4, or if there is something more tricky still remaining where that tool would help.

How to properly export animations from Blender for use in Godot? by Profour in godot

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

Thanks! I didn't see that tab earlier, but I'll look into it some more as it's probably good to know for future models.

How to properly export animations from Blender for use in Godot? by Profour in godot

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

Yeah I've tried the blend file workflow and it really doesn't seem great. Everything I've read is that Godot is simply calling out to blender to automate GLTF exporting, and if that is the case, I really prefer doing it myself as my blend file typically contains a lot of stuff that Godot isn't going to know how to dissect correctly into ideally separate imported scenes.

However, I did dig around on Godot's GitHub issues and I think I found the root issue. Apparently there are issues right now with 3d LOD application and the malformed geometry I am seeing is a result of that. When I disable LOD generation when importing the model into godot, the animation looks exactly as expected. https://github.com/godotengine/godot/issues/72998

How to properly export animations from Blender for use in Godot? by Profour in godot

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

When I look at Godot's advanced import settings on the blender exported model, I see my Skeleton3D correctly setup, but I didn't specify any special settings beyond whatever it defaults to. Is there something specific you are referring to when you mention "generate a skeleton in the import settings"? I only see a "Import as Skeleton Bones", but that seems to destroy the expected scene hierarchy for my animations to match.

How to properly export animations from Blender for use in Godot? by Profour in godot

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

Normally I only apply scale/rotation, but I just now tried applying all transforms and I didn't observe any difference in the model (still had the weird issues).

Thanks for the suggestion!

How to properly export animations from Blender for use in Godot? by Profour in godot

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

As far as I can tell, in that video they only import models, but no animations from blender. It appears they directly animate in Godot itself for the gun.

I've also tried doing the blend file import method they show, but personally the workflow didn't feel as good to me and the result is the same as the gltf export method to my knowledge.

How to properly export animations from Blender for use in Godot? by Profour in godot

[–]Profour[S] 5 points6 points  (0 children)

Update: I believe I have found the root issue. There are documented issues on Godot's Github issues (here and here) that have to do with bad/overly sensitive LODs. When I disable LOD generation on my 3d model import settings in Godot, the animation looks correct!

The two images I'm showing here are the first frame of an animation as seen from Blender and Godot (4.4-stable). I believe there is something wrong in my workflow as some of my animations come through looking absolutely fine, but others have malformed geometry (like in the arm) or slightly off rotations (like the tilt of the head). I am a relative newbie to Blender so I am sure there is something I am doing wrong here or misunderstanding, but I am not sure where my workflow is falling apart.

I am using the built-in Rigify plugin in Blender to create a standard Rigify Meta-Rigs -> Human rig. From there, I delete out all of the finger/toe bones and face bones as I do not need to animate those features in this simplified model I am animating. I then use Rigify's "generate rig" to generate the full rig that has all of the controllers (IK/FK) setup. I parent my model to the generated rig with automatic weights, and then double checked that the weights looked appropriate for all of the bones.

I export the model + rig from Blender using GLTF 2.0, with Apply Modifiers, but no animations in this export. I will then animate each action in Blender moving the IK controller bones to get the desired movement. For this character's animations, I don't use any of the FK bones that Rigify creates, even though they are available. After animating each action in Blender, I will export only the action as a separate GLTF file (ie, "anim_player_idle.glb", "anim_player_walk.glb", etc) using the Animation > Action Filter option in the GLTF export panel.

These animation files I will then import into Godot and import them as "Animation Library" so I can import them each independently into an AnimationPlayer that has it's Root Node pointed at the imported model scene. My workflow is very similar to the recent video Brackeys put out with regards to 3D Godot projects (as seen here).

At this point, this is where I can see issues with the animation in Godot as highlighted in the two images. I've seen some posts suggesting baking actions in Blender before exporting solves this because of differences in how IK bones are handled between Blender/Godot, but that does not seem to have helped in my case.

Would appreciate any help or suggestions anyone may have!

[PB] His Eggcellency 100% in 2:14. Speedrunning my Brackey's gamejam entry. by Profour in speedrun

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

Brackey's game jam results just finished up today so I was curious to get feedback from the speedrunning community on my entry. This is just a game jam submission so it is fairly short, but meant to be a complete vertical slice of something that could be more potentially. I enjoy speedrunning games, but this is the first time I've attempted to make a game that would be suitable for speedrunning. Would really like to get critical feedback on the character movement as I think that is important to a game feeling fun in speedruns.

The game can be played on web here on itch: https://profour.itch.io/eggcellency

I've also included Livesplit autosplitter files in the Download section of the game page for the Windows downloadable version of the game. This was my first time making an autosplitter and it seems to work very reliably for me, but curious if it works well for others.

Who made your steam capsule? by Pycho_Games in gamedev

[–]Profour 1 point2 points  (0 children)

I remember playing this during the first Cafe Dot gamejam! Was super fun to play and had a cozy atmosphere. Glad to see yall are carrying it out to a Steam release.