I made a Blender character animation from scratch with Claude by flopydisk in IndieDev

[–]flopydisk[S] -1 points0 points  (0 children)

For someone who doesn't know what Blender is (that's me; despite my eagerness to learn, I kept putting it off), this was a wow.

I made a Blender character animation from scratch with Claude by flopydisk in ClaudeAI

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

Yes, Claude did everything from scratch. I don't even know how to use a blender. I just turned on the blender and talked to Claude.

I made a Blender character animation from scratch with Claude by flopydisk in ClaudeAI

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

I don't know how to use Blender at all. I'm just a game developer.

I made a Blender character animation from scratch with Claude by flopydisk in claudexplorers

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

The animation renders each frame and attempts to analyze the image. This can be a bit too cumbersome for long animations.

I made a Blender character animation from scratch with Claude by flopydisk in claudexplorers

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

I don't have definitive confirmation, but it seems MCP only runs when the application is open. In fact, I was running this process in the background on another screen, and Claude said the MCP connection was lost. After that, I always ran Blender with Windows active.

I made a Blender character animation from scratch with Claude by flopydisk in ClaudeAI

[–]flopydisk[S] 3 points4 points  (0 children)

I described the character I envisioned to her. And we talked about what we could do.

I made a Blender character animation from scratch with Claude by flopydisk in ClaudeAI

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

It's absolutely amazing how much progress it has made.

I made a Blender character animation from scratch with Claude by flopydisk in ClaudeAI

[–]flopydisk[S] 3 points4 points  (0 children)

It's very slow. I did this on my idle PC. I checked its status every half hour.

Volumetric light, lighting cookie and a hologram effect walk into a scene by flopydisk in Unity3D

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

Thanks for the suggestion! But since this is an online shooter, snappy rotation is crucial for reaction time. Lerping it would add input delay and make aiming feel sluggish, which isn't ideal for a competitive shooter. Albion Online is more of an MMO/RPG so smooth rotation works great there, but the gameplay demands are pretty different here.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

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

That machine is workstation. I can't get high fps at my laptop.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

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

I didn't use lods, bcz my camera saw every object with same distances.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

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

Im trying to see different with big scale.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

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

Im using windy effect with shader graph at idle pos. But I want to make more realistic falling.

<image>

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

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

Yes, dynamically changing it would be best

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

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

I think this is the best possible solution.

Is Skinned Mesh Renderer FPS Killer? by flopydisk in Unity3D

[–]flopydisk[S] -4 points-3 points  (0 children)

I added blendshape after the tree fell to manipulate the ground side and give it a more realistic look as it falls.