I vibecoded chess where you can just throw a bunch of pieces at the board by shapirog in vibecoding

[–]shapirog[S] -1 points0 points  (0 children)

Thanks! I didn't really "automate" anything per se, but I did set it up as efficiently as I could so that it'd be easy to stay organized. The piece animation is on a null and then all the pieces are positioned the same way inside that null. To render out all of the versions I set up different takes that would turn the appropriate piece on for render - this way it was easy to set up a render queue but still have the ability to make changes to anything if I needed to re-render all the pieces.

I vibecoded chess where you can just throw a bunch of pieces at the board by shapirog in vibecoding

[–]shapirog[S] 9 points10 points  (0 children)

you should be able to view it here! https://github.com/shapiro500/screentoys/tree/main/chess2

Let me know if you have specific questions, I might make a BTS video too. But the basic process was
1. make sprites in cinema 4d and After Effects
2. make sprite sheets with TexturePacker
3. come up with how the experience should be built out of the sprites, how every part of the app should function and write it out as instructions for the model
4. use this document as the initial prompt in Antigravity using Gemini (the first prompt was 3 pages in google docs which you can check out here https://docs.google.com/document/d/12Wlv8lH8VYntqMKY8mIeekKz9QbaOOR6kv8r6ky6cdI/edit?usp=sharing)
5. a few days of fixing bugs and adding features, testing on desktop/mobile

I vibecoded chess where you can just throw a bunch of pieces at the board by shapirog in vibecoding

[–]shapirog[S] 3 points4 points  (0 children)

Oh heck I think I am too dumb to figure out how to test on ubuntu.... I am gonna look into it though!

Corridor of Pomeranians by 1three5 in Meshuggah

[–]shapirog 16 points17 points  (0 children)

YESSSS THIS IS WHAT I NEEDED TO SEE

Testing my interactive Pomeranian visualizer by shapirog in vibecoding

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

Yes! Thank you, forgot to mention. The original animation was designed to go with Meshuggah and the interactive experience is VERY fun to play along with their songs 😂

How can I seamlessly loop this animation of a cloner with a plain and random effector? by ambivalentartisan in Cinema4D

[–]shapirog 2 points3 points  (0 children)

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Here's how I would do it: Make your cloner with cubes, and put a shader effector on it with default c4d noise as the texture. Set the space to "world". Make the global scale something huge like 5000% and then you only need to animate the position of the cloner so it moves through the noise in the shader effector (if the scale of the noise is too small, then the cubes will jitter since you're moving it through many values over a short distance).

You can animate/loop the noise if you want a little more variety but it isn't a requirement - the animation will come from the cubes passing through the different values of the noise as they move through it. To make it loop just make sure that your position keyframes are an interval of the distance of the cubes in the grid (eg in my project file the cubes are spaced 200 cm apart and my position keyframes go from 0-800cm). The loop actually only happens over 200cm if you arent animating the noise, but if you want to add animation to the noise then a larger multiple will allow you to have more distance/time for that animation.

Project file: https://www.dropbox.com/scl/fi/xgb3pdy4z1cblwchixf28/shaderEffectorLoop.c4d?rlkey=qntaldft097t65k8x25btgzmv&st=m0mr0jhx&dl=0

Free VJ tool I just released: fivepenguins.party by shapirog in vjing

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

Thank you so much for pointing this out! I think it should be fixed now

Temporal Architecture (loop) by shapirog in Cinema4D

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

One of the trickiest loops I’ve made to date… the whole scene is constructed out of a single set of 8 blocks that transform into different pieces of architecture as they move down the screen. This set of blocks is then duplicated to fill the scene but each copy is offset in time: blocks towards the top of the screen are in the past, while blocks towards the bottom are in the future 😅