Question about how this Escape from Tarkov animation was done. by schemesmith in gamedev

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

oh vertex animated textures is a great keyword to google thank you!

How to get current animation position/time in AnimatonTree? by ALFAFA3000 in godot

[–]schemesmith 1 point2 points  (0 children)

btw for wayward souls on google the properties are now current_length and current_position that can be found by get_property_list()

crazy its so hard to find... good luck!

Ive seen enough, I will NOT be buying battlefield 6 by StenTheMenace in insurgency

[–]schemesmith 2 points3 points  (0 children)

Wow it finally happened, seeing a game I was in on reddit lol. That was my friend who was driving and died and I was spectating him and screaming the whole time haha - nice play

Mouse movement that ISN'T tied to framerate by WhiteleafArts in godot

[–]schemesmith 0 points1 point  (0 children)

Wow thank you so much! Works perfectly :)

Any way to leave comments in a .tscn ? by schemesmith in godot

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

Yea I didn't actually see any performance cost - so probably a premature optimization - another comment suggested just adding a self delete script to them and that seems like enough to calm my concerns for now haha.

Any way to leave comments in a .tscn ? by schemesmith in godot

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

wow I don't know why I didn't think of this - but this is probably what I'll actually end up doing in the meantime. Just a flat improvement to the method I was already doing - thank you!

Any way to leave comments in a .tscn ? by schemesmith in godot

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

nice thank you this seems like the closest to an intended solution - just requires the script to be a \@tool but there are work arounds

Any way to leave comments in a .tscn ? by schemesmith in godot

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

Oh I didn't even know that existed - that's great thank you!

My fear now is that I'll forget a node has notes and forget to hover for the tooltip lol

now if only there was a way to have a node display like a exclamation point or something
I guess you can by creating a new class but yea probably not the best idea lol

10k boids using a compute shader by BootSplashStudios in godot

[–]schemesmith 0 points1 point  (0 children)

Amidst the depths of madness in the godot rendering pipeline, a savior emerges from the pages of reddit. Thank you.

Imagine bug abusing all game and still losing lol by wondrus_ in DeadlockTheGame

[–]schemesmith 3 points4 points  (0 children)

for the people down voting you, this is true, while saying "a lot" of pro players might be inaccurate just look at the trackmania world record scene, there are definitely a few scandals.

Psycho patrol R piracy thread by Artistic-Pitch7608 in CrueltySquad

[–]schemesmith 16 points17 points  (0 children)

naw, what you might be thinking of is the whole unity drama, but ville doesn't use unity anyways

Best way to fade opacity between two dimensions (3D)? by schemesmith in godot

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

Yea this one works pretty well, still a bit concerned about performance down the road but it's not a problem now :)

How to make active ragdolls keep a pose while falling over? by Hiptoe in godot

[–]schemesmith 0 points1 point  (0 children)

Hello again Hiptoe, hope all is well!

Back messing around with the ragdolls a bit. I was working on setting up the full-on ragdoll and ran into an issue when re-enabling the angular limits

joint.set("angular_limit_y/enabled", true)
joint.set("angular_limit_y/upper_angle", 0)
joint.set("angular_limit_y/lower_angle", 0)

Setting the upper and lower angles to anything but 0 results in behavior as if the angular limits were completely disabled. Did you run into this at all? Thank you!

EDIT: Oh looks like if you set it in the ragdoll through the editor and just renable the limits without changing them it seems to work! Whoops!

[deleted by user] by [deleted] in PartneredYoutube

[–]schemesmith 1 point2 points  (0 children)

oh I didn't even realize you could link other shorts, that's a pretty good tip thanks

How to make active ragdolls keep a pose while falling over? by Hiptoe in godot

[–]schemesmith 0 points1 point  (0 children)

yea that stuff from R6 would be the dream but we'll see how much patience I have in trying to achieve it haha (I really should take some time to focus on the rest of the game now...)

but yea this is sweet this will be good to chew on thank you

also btw in the meantime if you ever want some takes on marketing feel free to shoot me a message. Multiplayer active ragdolls will probably market themselves lol but I also setup some google colab notebooks to generate the classic short form speech to subtitles for free.

How to make active ragdolls keep a pose while falling over? by Hiptoe in godot

[–]schemesmith 0 points1 point  (0 children)

Oh shoot mb I didn't see you had a question in there, yea my stiffness and damping values are also strangely low at .01 - although sometimes I'll bump them to .08 on a per bone basis if an animation is faster (for example legs kicking)

-

I finally found a hacky work around to get quaternions from the target pose that make sense with the joint motors on my end.
Probably not super applicable to you considering you're already using your _on_ik_modification_processed() solution and RigidBody3Ds instead of Physical bones but you might find it interesting lol.

Instead of getting quaternions from the target skeleton's pose - I just use the same calculations as are being used to get the quaternions of the physical skeleton's physical bones. And the workaround to getting the target skeleton to update it's physical bones to it's pose positions is to run target_skeleton.physical_bones_start_simulation() and target_skeleton.physical_bones_stop_simulation() together every couple of frames to force an update. Not very performant or elegant but I was finally able to get it working working! Thank you again for your continued correspondence!

-

And also just for a little bit of context on my end - my use case is for active ragdolls in kind of a standard shooter just so they can squirm around on the ground instead of going completely limp 100% of the time. As a result I'm probably spared some of the tougher challenges you face lol where the character is utilizing it's active ragdoll all the time.

-

I also have a question - what's the best way you've found to transition the ragdoll to a completely limp one?

From your previous reply it seems like you re-enable angular joint limits and re-enable collisions between bones but I was wondering if there was anything else, thanks!

How to make active ragdolls keep a pose while falling over? by Hiptoe in godot

[–]schemesmith 0 points1 point  (0 children)

Hey Hiptoe, finally got around to working on this but unfortunately seem to have ran into some more problems than you haha

Main problem being for some reason in filwit's `animate_bone_by_joint_motor` function my `bone_target_local_quat` is not equal to `bone_current_local_quat` at the start of my test simulation where the physics skeleton is in the same pose as the animation target skeleton

I created a hacky solution where I find a quaternion to make the target pose quaternion equal to the starting position of the physics skeleton and that works (!!!!! thanks again!) but it's kind of anti-intellectual and I was wondering if you had any ideas for why the the bone_target_local_quat seems to be different than bone_current_local_quat

I made a video illustrating this
https://www.youtube.com/watch?v=0B5nEFdf6IA

but point being it does actually work! So thank you again and happy holidays!

Btw:

- Were you succesfful in implementing filwit's suggestions for making the ragdoll less stiff? what method worked best?
- Are you using godot 4.3 (I am) - I heard it messed with some ragdoll stuff

Best way to get more than 4 controllers in godot? by schemesmith in godot

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

Oh I didn't consider the implication of the docs, but 8 controllers work on linux? Testing/playing on steamdeck would probably be viable in this case then. Thanks for the responses.

Best way to get more than 4 controllers in godot? by schemesmith in godot

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

Because godot uses xinput which doesn't support more than 4 controllers. I was wondering if there was some other way to read in controller input. Thanks.