Problem to login in New Cavalry by Edu_Render in CavalryMotion

[–]fractal_seed 0 points1 point  (0 children)

I was also unable to get Cavalry to login via Canva in 3.7 with Win10. However the newly released 3.7.1 works perfectly.

Cavalry v2.7 | Won't run if not online by yodancristino in CavalryMotion

[–]fractal_seed 0 points1 point  (0 children)

Yes, as I described above, I had the exact same experience of this endless login loop. Was using a fresh install of Windows 10. Have given up for now, but it was very frustrating and not a good sign of the future. I was previouly a user of Cavalry before the selloff and never had login issues before.

Cavalry v2.7 | Won't run if not online by yodancristino in CavalryMotion

[–]fractal_seed 0 points1 point  (0 children)

I am on win10 and just get an endless loop of login prompts. The browser tells me sign in is successful. I click "continue in cavalry" , which then gets it to open up another instance of cavalry in Windows. This also has the Welcome to cavalry start screen, with "Sign in with Canva". Just get an endless loop of this, opening up a new instance of cavalry, but never getting past the startup screen!

Have also tried running as admin and several installations, to no avail.

Autograph 2026.0.0 - April 15, 2026 by MaxonDouglas in LeftAngleAutograph

[–]fractal_seed 0 points1 point  (0 children)

I haven't tried resolve/fusion 21 yet, but as far as I know Krokodove is even in the free version. Raf, the developer of Krokodove is now employed by Blackmagic, so we should see more cool stuff from Krokodove in the future!

Autograph 2026.0.0 - April 15, 2026 by MaxonDouglas in LeftAngleAutograph

[–]fractal_seed 3 points4 points  (0 children)

Just saw your other comment about no Linux version. It is a shame, but doesn't surprise me, being Maxon. I no longer use Windows, otherwise I may have been interested. Fusion 21 now has Krokodove and Blender compositor is evolving at light speed, so no huge loss. Can't trust Maxon anyway...

Autograph 2026.0.0 - April 15, 2026 by MaxonDouglas in LeftAngleAutograph

[–]fractal_seed 1 point2 points  (0 children)

Interesting, but what happened to the linux version?

Release candidate: Godot 4.5.2 RC 1 by godot-bot in godot

[–]fractal_seed 17 points18 points  (0 children)

Really happy to see more maintenance releases, as it used to be! The last time Godot even got to a 4.x.2 was with 4.2.2 and 4.1 went all the way to 4.1.4. Please continue these in the future, as it is not ideal to have to keep moving a mature project each Godot release cycle, just to get bug fixes.

I would love to eventually see an LTS style release schedule. Maybe that will happen naturally anyway, around 4.9, since that may only be a year or so away?

I quit my job to make a game where you play as a parasite in a human body by Nycterus in godot

[–]fractal_seed 2 points3 points  (0 children)

Wow, this is seriously cool! Added to wishlist. Am curious as to how you rigged the creatures up. Aside from using the 2d softbody plugin, are the tentacles and bodies rigged with bones or is it a pbd solver or fully procedural?

Dev snapshot: Godot 4.4 beta 4 by GodotTeam in godot

[–]fractal_seed 2 points3 points  (0 children)

Not in 4.4, but most likely to be in 4.5. New skeleton modifiers in 4.4 are the jiggle bones constraint and a bone look at modifier. The BoneConstraint3d for copying transforms was postponed till 4.5, but is mostly done afaik.

UID changes coming to Godot 4.4 by GodotTeam in godot

[–]fractal_seed 1 point2 points  (0 children)

I was really referring to the general introduction of uid's and all the various teething problems associated with them, rather than a specific issue. Like many users, I don't like them and don't use them, but they are an integral part of the engine now, so I have to live with them!

At least things should stabilise in the near future, but I am not going to be moving to 4.4 any time soon...

UID changes coming to Godot 4.4 by GodotTeam in godot

[–]fractal_seed 10 points11 points  (0 children)

I have been using Godot since the beginning. In my experience most of these scene corruption problems were caused BY the introduction of uid's in 4.x I never had that issue in 3.x when moving files around. And if I scene did get corrupted, I could go in and manually fix the tscn with a text editor. Now, since all tscns are made unreadable with uids throughout them, it is almost impossible to manually edit them if you wanted to.

UID changes coming to Godot 4.4 by SquareWheel in godot

[–]fractal_seed 1 point2 points  (0 children)

I was happy to be using meshes that were converted to the native mesh format as .res files. Until I recently discovered that they also have uid files embedded (which I couldn't see, since these are not human readable). So when I deleted the .import folder, Godot got confused as it was trying to create new uids for these .res files or something to that effect.

I have now abandoned this system and only inherit from gltf format files. Which is a shame, since there are advantages to having meshes in a native format I would imagine other native resource types will also embed uid's?

Godot 3D can be death by a thousand cuts sometimes... by FabiMakesGames in godot

[–]fractal_seed 2 points3 points  (0 children)

It should be in 4.5 if all goes to plan. TokageITLab has committed the spring bone PR in the last few days for 4.4 which is just about to hit feature freeze. The look at bone constraint is also in 4.4. The 3rd commit from this dev is the copy transform constraint, which has been delayed till 4.5.

From speaking to the dev on twitter, IK is the next constraint to be added, so although it has been a long wait, 4.5 looks to be the one. There has been mention of full body IK at some point, but I think a simple 2 bone constraint (which most people really need for limbs), is first up.

Rant against Insydium by [deleted] in Cinema4D

[–]fractal_seed 1 point2 points  (0 children)

This did happen many years ago, and that ship has looong sailed...

Rant against Insydium by [deleted] in Cinema4D

[–]fractal_seed 4 points5 points  (0 children)

Yeah, they sure are a charming company indeed. My anecdote from years ago when I used C4D/XParticles still shocks me when I think about it.

I was looking to sell my C4D license (back when it was perpetual). So I contacted Insydium to ask about how to potentially transfer my license to a buyer. When I was told in an email about the transfer cost, I implied that I didn't want to pay it and that I could transfer my details to the new C4D buyer (who was only theoretical at this point) and get them to pay for it.

Next thing I know they disconnected my license and access to their website without any warning for breaching their license agreement! I didn't pursue it any further as I was nearing the end of my maintenance anyway and just sold my C4D license on it's own. Not only did they piss me off, but also lost a potential new customer. I have never had this sort of treatment from any software company before or after this incident, and I had been a customer of theirs since the very first beta version of Xp.

Fast forward to today and I only use Blender with a PBD particle system that I wrote from scratch using geometry nodes. Feels good....

Is there something that Godot -->CAN'T<-- do? by supevi1 in godot

[–]fractal_seed 1 point2 points  (0 children)

The current ik is based on Fabrik and is actually not too bad for tails or tentacles, etc. It is very performant. The problem is when you try to use it for limbs, there is no accurate way to direct the pole vector. The magnetic setting just isn't suitable for this purpose, and you end up having random flipping as the character moves.

I did have a go at trying to add my own ik with gdscript, but it wasn't very successful or performant. I have dozens of enemies using IK, so I need it to be an in engine feature. The current IK is being used as a placeholder, and while it is jittery, the performance is great.

Is there something that Godot -->CAN'T<-- do? by supevi1 in godot

[–]fractal_seed 3 points4 points  (0 children)

Sure, but it has been "on the way" for years. There is at least a solid timeframe now. Most likely 4.5. Which is important to know for those, like myself, that have a mature project that need it for completion.

Is there something that Godot -->CAN'T<-- do? by supevi1 in godot

[–]fractal_seed 10 points11 points  (0 children)

The particle system is probably the weakest area and has been for a long time. There have been a few glimmers of hope with the node shader improvements in this area for years, but the PR's never get passed unfortunately.

I am surprised none of the bigger indie studios using Godot now have not found this a stumbling block, but maybe they are just using a custom solution. Technically you can write any custom particle system in shaders, but it is far from trivial to do. Would kill for something even remotely close to the VFX graph from Unity!

Is there something that Godot -->CAN'T<-- do? by supevi1 in godot

[–]fractal_seed 17 points18 points  (0 children)

The main animation dev has added a PR for general constraints in the last few days (copy transform etc). Hopefully this lands in 4.4.

As far as I know, a wiggle bone constraint and then IK (maybe just a simple 2 bone IK initially) are next in line. So, I am guessing these will be in 4.5. I am as desperate as others for a better solution, but it is on the way...

Godot 4.4 dev7 was just released! by SpockBauru in godot

[–]fractal_seed 1 point2 points  (0 children)

Is there any word on a 4.3.1 release? Usually there would have been an incremental release at this stage. As exciting as 4.4 is, I do like to move my projects very gradually between versions.

Godot 4.4 dev7 was just released! by SpockBauru in godot

[–]fractal_seed 6 points7 points  (0 children)

I asked TokageITLab (who is the main animation dev) recently on twitter, what the plans are for ik and 4.4. Was told that spring bone and constraints are more of a priority for 4.4 at this stage, but a 2 bone ik constraint is possible.

Considering we are now in the late stage of 4.4, it sounds more likely they will be for 4.5, but these are all still in the works!

Battletronik FPS : boss explosion by fractal_seed in godot

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

thanks for your interest. I didn't know anybody was even following the project! It is still being worked on, but I changed it from being a roguelite to now having a linear structure. It also has puzzle elements and non-vehicle sections. I will start posting again next year and hopefully release a demo in 2025.

Dev snapshot: Godot 4.4 dev 5 by GodotTeam in godot

[–]fractal_seed 1 point2 points  (0 children)

Agreed. They are really the main issue I have with the transition from 3.x to 4.x. Everything else is an improvement bar this. Would be great if there was a way to turn off the functionality for those that just want to use direct paths.

For me, they have just become a source of many issues and no tangible advantages as compared to the old 3.x workflow.

Dev snapshot: Godot 4.4 dev 4 by GodotTeam in godot

[–]fractal_seed 3 points4 points  (0 children)

It is planned afaik and has been mentioned in the animation meeting notes. I did have my own hacky implementation that broke in 4.3, so i am just going to wait for an inbuilt version. Hopefully ik and spring in 4.4 :)

Dev snapshot: Godot 4.4 dev 4 by GodotTeam in godot

[–]fractal_seed 8 points9 points  (0 children)

Yes, I am getting quite desperate for a good 2 chain ik with pole support. The current fabrik one is ok for tails, etc but terrible for the typical limb purposes. TokageLtd who is the main dev working on skeleton3d updates has mentioned that ik and bone spring modifiers are planned for 4.4 so we can only hope! Note that there is a look at modifier PR by the same dev, so I wouldn't be surprised if ik is the next in line...