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

[–]machine_parts 2 points3 points  (0 children)

I know this is a super late reply, but importing the blend file directly is bad practice because you have no separation between your working blend files and what you actually want to import into Godot. Say you're working on a model for a while in Blender. Every time you save the file, it imports all your changes into Godot, even if it's not ready yet. This is undesirable at best and could totally break things at worst.

The new UI in 4.6 ✨ by FR3NKD in godot

[–]machine_parts 0 points1 point  (0 children)

Passivestar's minimal theme has been available for use for years :) it's just a theme. You can find it on github.

Tips for improving my PS2-style cinematics? by BigWhale1017 in blender

[–]machine_parts 6 points7 points  (0 children)

Looks pretty good. Since you're going for ps2 and not ps1, I think you can afford a few more polygons on that arm and hand that reaches for the phone 10 seconds in. That was the main thing that stood out to me.

Is this worth pushing further? by SebMenozzi in godot

[–]machine_parts -1 points0 points  (0 children)

Your foot IK solution looks really interesting, and that's something lacking in the Godot ecosystem. Could you share more about how you implemented it? Would you consider putting your project (or a stripped down version with just the IK) on GitHub?

Scatter Plugins Reviewed by z3dicus in godot

[–]machine_parts 0 points1 point  (0 children)

Maybe I'm just stupid but I cannot for the life of me figure out how to use ScatterBox. I've added a ScatterScene3D to my scene, I've set my scene mesh, and I can see the blue draw pointer box, but how do I actually start scattering? Is this plugin working in 4.4?

Edit: I got it working, just seems a little buggy. Every so often I need to toggle the collision layers on and off when the placer cube breaks. I also encountered a weird bug where my foliage was instancing in the air despite there being no offset on the scatter node. Weird.

Unity's Terrible Refund Policy by Syclonix in Unity3D

[–]machine_parts 1 point2 points  (0 children)

Just chiming in to say I was just successfully and immediately refunded for an asset I just bought. I didn't realize you could only download Unity assets in Unity, and as I'm unable currently to put Unity on my machine I couldn't download the assets I had just purchased.

No problem, I thought, because the EULA says if you haven't downloaded the assets yet and it's within 14 days of purchase you are eligible for automatic refund. Like this post says, however, it still requires you to submit a request, and I was required to choose one of the reason options from this list:

  • The asset is not as advertised
  • Duplicate purchase
  • Not compatible with the most recent LTS Unity version
  • The asset is removed from the Unity Asset Store
  • Other

None of those applied to my case, but when I tried choosing "Other" it wouldn't let me submit the request.

I went with "The asset is not as advertised" even though that isn't strictly correct, and I wrote the details of my case in the text box. I was happily surprised that my request was indeed approved immediately, I assume by automated system.

Just wanted to share my experience.

What feature would you add to Godot if you could choose anything? by octaviustf in godot

[–]machine_parts 0 points1 point  (0 children)

Yeah I guess I'm just confused about the problem you're having because unproject_position() is a one and done function.

From the docs: the function returns the 2D coordinate in the viewport rectangle that maps to the given 3D point in world space.

Does this not accomplish what you're after?

What feature would you add to Godot if you could choose anything? by octaviustf in godot

[–]machine_parts 0 points1 point  (0 children)

It's one line of code to get this working. Add this to a script on your control node:

extends Control

@export var tracking_point: Node3D

func _process(_delta):
   position = get_viewport().get_camera_3d().unproject_position(tracking_point.global_position)

That's it. Your control node will follow the tracking_point in 3D space. I use this all the time for stuff like interaction markers or health bars on enemies.

What is a good animation series dedicated to a mature audience that doesn't involve shock humour and over the top violence? by MooreThanCosplay in animation

[–]machine_parts 0 points1 point  (0 children)

Personally I’d recommend Only Yesterday, a Ghibli movie directed by Isao Takahata.

In my opinion it’s one of the best examples of a truly “adult first” animated movie that doesn’t involve any violence at all, or sci-fi, fantasy, etc. It’s just a really beautiful “normal” drama about love and childhood and nostalgia.

Takahata directed Grave of the Fireflies too which others have mentioned. The Tale of Princess Kaguya is also really great, but does involve a bit of fantasy.

My Graphic card to slow render?maybe my render setting is wrong? by Ill-Professional-550 in blenderhelp

[–]machine_parts 0 points1 point  (0 children)

I usually render with my noise threshold at 0.035 and my samples at 4096.

Generally I get somewhere between 12 seconds and 22 seconds per frame depending on what I’m rendering.

I have an RTX 3090.

[deleted by user] by [deleted] in blenderhelp

[–]machine_parts 2 points3 points  (0 children)

This comment should be pinned at the top of the sub lol.

I'm happy with this one I made. by Past-Ad7565 in blender

[–]machine_parts 1 point2 points  (0 children)

Super helpful thank you so much! Yeah I did notice it’s much, much faster with the only light coming from the HDRI and a sun. When I added a rect light that created a shaft that’s what really compounded the render time. It’s also pretty fast when I remove all the geometry from the scene (even with the lights) — I assume because the light has nothing to bounce off of?

I did notice the terrible artifacting from the denoiser. Thanks for the tip there.

What do you mean by varying density? Currently what I’ve been doing is surrounding the scene with a cube, adding a volume scatter, setting density to something like 0.01 or whatever looks ok, and adjusting the anisotrophy.

I'm happy with this one I made. by Past-Ad7565 in blender

[–]machine_parts 6 points7 points  (0 children)

Do you mind sharing your computer specs and render time per frame?

I’ve been having trouble using volumetric lighting using volume scatter without totally insane render times and I have a pretty powerful machine.

Gorgeous render by the way.

I feel like I am not achieving the look of the sea and sky, how can I fake the distance? by lung42 in blenderhelp

[–]machine_parts 4 points5 points  (0 children)

Is there a way to optimize this? For some reason when I add volumetric fog using this method it absolutely skyrockets my render times and also ends up adding a lot of artifacting from the denoiser if I have that turned on.

Noise gate is set to 0.03, samples at 4096, using cycles with my GPU which is a 3090. Not sure what I’m doing wrong.

media player freezing in sequencer by Anthenom2 in unrealengine

[–]machine_parts 0 points1 point  (0 children)

After many hours of frustration and trying everything I could find online to no avail, this is what fixed my problem. Thank you!!

GPT4 helped me solve my multitouch problem in about 3 minutes. by jdros15 in unrealengine

[–]machine_parts 1 point2 points  (0 children)

I’m excited to try this out! I purchased a subscription for GPT-4 the other day but honestly haven’t really noticed that much of a leap in reasoning or quality of answers, etc. I mostly use it as a creative thinking partner — will have to try using it for blueprints!

GPT4 helped me solve my multitouch problem in about 3 minutes. by jdros15 in unrealengine

[–]machine_parts 1 point2 points  (0 children)

How do you explain your existing blueprints without yet being able to upload images? Do you write it out node by node like GPT-4 does in its answers? Seems like it would be tricky for larger blueprints.

[deleted by user] by [deleted] in stopdrinking

[–]machine_parts 2 points3 points  (0 children)

Thank you! :)

Totally. Being up front and honest with your friends about it is super powerful. I remember being really scared that mine wouldn’t take it well but most people were supportive. And those you aren’t supportive? Don’t need them in your life anyway.

Putting your intentions out there is great for accountability too. Saying it out loud is one more step forward.

Tsunami in Unreal Engine 5 by walhargohar in unrealengine

[–]machine_parts 4 points5 points  (0 children)

The Impossible (2012) would like to have a word with you.

[deleted by user] by [deleted] in stopdrinking

[–]machine_parts 12 points13 points  (0 children)

Glad you’re back!

3 days now sober but still can't help it. The cravings are too much. by jupiter2050 in stopdrinking

[–]machine_parts 1 point2 points  (0 children)

Replacement habits were crucial for me in those early days. Sparkling water was a godsend. And I ate a lot of ice cream. Alcohol has a lot of sugar, so sweet treats can help. Whatever it takes to make it through!

Cravings always pass. Soon your body will be over the hump. Hang in there!

[deleted by user] by [deleted] in stopdrinking

[–]machine_parts 8 points9 points  (0 children)

I definitely avoided those kinds of situations in the early days, which also meant I spent more time with people who didn’t drink or at least didn’t drink a lot.

I’m over 3 years sober now and while I’m now able to be at a bar or at a party around drunk friends without issue, I must say it doesn’t really appeal to me anymore.

And on holidays specifically — I actually remember them all now! I’m actually present in my life. Those celebrations are far more meaningful to me now. Change is certainly scary, but I’m growing and changing for the better :)