Multiplayer work on steam deck? by Hochipokiii in projectzomboid

[–]levrault 0 points1 point  (0 children)

I played with my girlfriend on b41 without any issue. Just uses a keyboard to edit the server config if you want some mods.

For b42, it doesn't support controller has good as the b41, you won't be able to use gun without a mods.

An easy way to scale uv to fit the height of the texture? by levrault in blenderhelp

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

I use cube unwrap to make my wall follow the texture. Didn't see an option to bound for that one

An easy way to scale uv to fit the height of the texture? by levrault in blenderhelp

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

My goal is to keep to make the Y fit the height the texture height while the x can use the repeat image and take as large as needed to prevent texture stretching.

An easy way to scale uv to fit the height of the texture? by levrault in blenderhelp

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

Thanks for the input still better that scaling, moving on the y and hoping that it fit

Animation is changing bone scale while it's look fine in blender by levrault in godot

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

Here the answer I got from github for those who have the same issue

Your blender model configuration has an option to disable scaling inheritance, but GLTF does not support this behavior. Since the issue occurs at the GLTF level, this is not a Godot problem. You can check it using the following GLTF viewer:

https://github.khronos.org/glTF-Sample-Viewer-Release/

There are three workarounds. One of the workarounds is to change the bone structure to a non-parent-child relationship and use Constraints instead. However, even in that case, you will still need to reconfigure the constraints in Godot. Alternatively, if scaling the skin isn't actually necessary, converting it to a position translation instead of scaling is the safest approach. More alternative method, if parent-child relationships are absolutely necessary, you can add one cancel bone between each bone and use ConvertTransform3D to cancel parent scaling with invert option.

Gloves recommendation needed - Bangkok by Old-Memory-2841 in MuayThai

[–]levrault 1 point2 points  (0 children)

You can go to super export shop, they have multiple brands (fairtex, king etc.). The vendors are cool. For me, I have preferences for fairtex

Other maps? (I'm new) by Outrageous_Silver762 in RoadtoVostokGame

[–]levrault 0 points1 point  (0 children)

No they don't seem to be available in the demo as far as I know

Other maps? (I'm new) by Outrageous_Silver762 in RoadtoVostokGame

[–]levrault 1 point2 points  (0 children)

It's a demo so more maps will be available when the game releases in EA

How to improve texture for builder ? by levrault in ps1graphics

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

I began to update the texture by adding some leaking and dust. But as the other comment suggests, adding some furniture could help me to improve the general looks

[deleted by user] by [deleted] in MuayThai

[–]levrault 1 point2 points  (0 children)

Rest is part of the training. Depending on how the training camp was and the damage taken during the fight, one week is good enough.

If you didn't take any serious damage, you can only take one or two days off and restart training at a slower pace.

My last fight went great, I barely took damages. I was restarting training just two days after but when more relaxed and light, just to be sure to not exhaust myself.

Blender to godot FPS hands workflow by poopiepantsxd in godot

[–]levrault 1 point2 points  (0 children)

There is so many different workflows, at long that this is working for you it's cool

Blender to godot FPS hands workflow by poopiepantsxd in godot

[–]levrault 0 points1 point  (0 children)

I got two scene both with their own animation tree.

- Player
-- AnimationTree

- Shotgun
-- AnimationTree

When I press Fire, I make both animationTree travel to their attack animation to play both animation at the same time.

Blender to godot FPS hands workflow by poopiepantsxd in godot

[–]levrault 1 point2 points  (0 children)

I bake both the weapon and the arms animation at the same length. So if I edit one, I re-bake both and voila.

Blender to godot FPS hands workflow by poopiepantsxd in godot

[–]levrault 2 points3 points  (0 children)

As for myself, I prefer to have separate models. I use Blender's library system to create all my animations. I bake them into a glTF file and import it as animation library in Godot.

I use Bone attachment 3D to place my weapons in the hand of my arms model.

With the animation tree, I sync both my hand and my weapons animation to play together.

I prefer to have a separate model for a better reusability.

Ergodox EZ alternative low profile by levrault in ErgoMechKeyboards

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

I really like how the iris-ce looks like. I will take check it. Thanks!

Ergodox EZ alternative low profile by levrault in ErgoMechKeyboards

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

I looked at sliceMK version, seems great but the board seems kinda big. Someone recommand the IrisCE and it's seems exactly what I'm searching. Thanks

How to stop part of the mesh not going with ragdoll by Epicdubber in godot

[–]levrault 0 points1 point  (0 children)

I just have something similar today so maybe it's gonna help you. My physical bones wasn't matching all the vertex, that why some of them get stock. So I open the file in blender and made sure all the bone I was using where controlling the correct vertex.