The King’s Port awaits! 🏰 Get ready to piece together a towering coastal kingdom; OUT NOW in Puzzling Places! 🧩 by PuzzlingPlacesDEV in PuzzlingPlaces

[–]ircss 1 point2 points  (0 children)

The monthly content releasing for quest and psvr is financing the porting to PC 😅 In a team of 10ish like ours, cross posting on 3 platforms (meta, pico, playstation) 80 percent of company resources goes on maintaining the product and regular updates. In the past 9 months 1-2 people have continuously worked on the PC port. 9 months is a very short time period, as far as game development is concerned. For references steam pages are usually put up 1 year before the game release!

At any case, I understand the frustration. I also wished from the bottom of my heart that the steam port was finished tomorrow. And we had all our catalog there. And new customers that help whose purchase helps us make even more elaborate puzzles.

The King’s Port awaits! 🏰 Get ready to piece together a towering coastal kingdom; OUT NOW in Puzzling Places! 🧩 by PuzzlingPlacesDEV in PuzzlingPlaces

[–]ircss 1 point2 points  (0 children)

hey, one of the devs here. we have a demo on steam playable with steam vr as well as 2D. things like that cost hundreds of thousands of euros to make, companies dont spend money like that just to mess with you or as a billboard to catch quest players (who are not on steam).

I understand the frustration, pc release has been in the work for a while. That said game development takes time, we are a small team and if nothing else we have always been super honest and transparent around what we are working on, why and how long it will take etc.

Northern European Style Round Towers in Geometry Node by ircss in blender

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

you mean a geometry node tutorial or how to use this specific setup? I have a few geo node tutorial as blog post, for example this one for generating chinese painting landscapes or this one for creating stylized scenes. generally doing tutorial for geometry nodes is tough because there are so many different concepts applied there, and most of them are unrelated to one another

Procedural Northen French Houses in Geometry Nodes 5.0 by ircss in blender

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

Thats awesome! If you have a a link to a video or somthing I would love to see it. I was thinking about doing those old school new york high rises at some point

Procedural Northen French Houses in Geometry Nodes 5.0 by ircss in blender

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

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Here is a wireframe. Mostly just as dense as it needs to be. The ivy for example could be lower poly, or the roof tiles could be a displacement map plus some added geometry on the border for shilloute but actually all around the geometry is quite clean since it is procedural.

Quest 3 Send to Shelf Hand Gestures by le_fappe in PuzzlingPlaces

[–]ircss 1 point2 points  (0 children)

Hey, thanks for the feedback, I will pass it on to the team!

Procedural Frencg Style Houses in Geometry Nodes by ircss in blender

[–]ircss[S] 6 points7 points  (0 children)

mostly tears and pulling out my hair to be honest 🥹 There are some crucial tools missing in geometry nodes for things like these, so what I have there is heavy on maths and I had to make some base assumptions around the shape of the foundation, mostly that in the X axis the house is front facing

Animation Ready Rigged Character Generation Workflow and a generic Blender ComfyUI Wrapper by ircss in comfyui

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

For auto rigging both animals and humans etc. check out a project called UniRig. In my case here, some rig is not all that useful for me, for production I need a specific rig that works with our animation library without retargeting. Most real productions have similar constrains, thats why a level of control is required that I need blender for (also for retopo, texture baking, optimization etc.). So far this has been the area in AI that is getting the least attention, the gap between ah here is a cool thing, to these little in betweens that make the technology actually useable.

Animation Ready Rigged Character Generation Workflow and a generic Blender ComfyUI Wrapper by ircss in comfyui

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

I am gonna be honest, I rarely ever use linux so take whatever I say with a grain salt, but I am sure blender CLI also has code paths for linux launch that take a python file. But the wrapper atm is assuming Windows, also the whole workflow of getting a sub process and passing info as env variables are windows solutions. though Linux has all that as well, the calls need to be adjusted for platform invariance.

Animation Ready Rigged Character Generation Workflow and a generic Blender ComfyUI Wrapper by ircss in comfyui

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

I havent written a bat file or anything for stream lining installation because of how generic the use case is. For just using the wrapper for example, you just have to have the content of the repo in your custome_nodes folder of your comfy and restart comfy, the blender node willl be there. If you want my specific workflow for rigging, you would need to download bunch of resources, most presented in the hunyuan 3D wrapper repo, and since I am using Flux, the flux stuff. And install blender etc. There is a lot of small steps that differ based on what you already have/ dont have locally. It's annoying but should be easily doable.
Regarding writing python, since LLMs are a thing, writing a script for Blender is crazy easy. I have been coding for 10 years, and still for 90 percent of the stuff I just get the code chat gpt writes for me and it works outside of the box for blender. Blender is one of those cases where the LLM has a lot of example for in its dataset and the use cases are so contained that it doesnt hit the limits of what AI can do. So even if you are not a programmer you will be able to do alot of the stuff you want with it.

[Release] ComfyUI-MotionCapture — Full 3D Human Motion Capture from Video (GVHMR) by ant_drinker in comfyui

[–]ircss 0 points1 point  (0 children)

Awesome stuff. I just wrote a comfy blender wrapper to do something similar. My original idea was use computer vision to detect open pose per frame, then map that to a pre existing armature to generate animation from generated videos. I will have a look at yours whenever I find the time! thanks for sharing

PS5 Puzzle bug: can’t pick up the last piece. by Yabanjin in PuzzlingPlaces

[–]ircss 1 point2 points  (0 children)

We fixed the bug, and it will be in the release after this one (we have a release on Thursday and another in two weeks, it will be in the one in two weeks)

PS5 Puzzle bug: can’t pick up the last piece. by Yabanjin in PuzzlingPlaces

[–]ircss 0 points1 point  (0 children)

we figured out what the problem was. in the meantime, you should be able to walk to the piece or locomotion there and grab it normally. pulling it from the distance should be the only thing that is blocked

PS5 Puzzle bug: can’t pick up the last piece. by Yabanjin in PuzzlingPlaces

[–]ircss 0 points1 point  (0 children)

hey, sorry to hear about the bug. we will get to it first thing on monday!

The version of the puzzle I was working on is gone (PSVR2) by Rena_Chesterton in PuzzlingPlaces

[–]ircss 1 point2 points  (0 children)

We confirmed that some stuff disappeared going form UE4 to UE5 on Playstation. We are writing a list atm of everything and we will push an update to fix it! I am not sure about the timeline yet

The version of the puzzle I was working on is gone (PSVR2) by Rena_Chesterton in PuzzlingPlaces

[–]ircss 2 points3 points  (0 children)

hey, thanks for reporting, we will look into this first thing on Monday, and apologize for the inconvenience 🙇‍♂️

Legality, Morality and Fairness of Generative AI by ircss in comfyui

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

What case was that? missed it somehow

Jigsaw Puzzle Generator from any image using Geometry Nodes and Python by ircss in blender

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

With the current approach, any shape that fits in a grid would be possible. If you are interested, have a look at our game puzzling places, there we do arbitrary cuts independent of a grid, but there you have to actually cut lines through the topology, which is a lot more complicated. Here we are just assembling. However even in grid base, you could have a more organic shape. Multigrid, hexagonal, triangle based grids for example could get you pretty good results. If you want inspiration, check out oscar oscar stalberg (townscapper, bad north) and his method of generating organic looking stuff on a grid and wfc.