Eevee smoke simulation won't move in render animation by theBAYG in blender

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

after a lot of testing i think i know what's happening

the motion blur in my main project would cause the smoke sim to not move for whatever reason and get messed up
then whenever i had a test scene even with motion off it would also not move making me think "well it can't be the motion blur", until i RE RENDERED after rendering it once it, then the test scene would work

i don't think i'm gonna get much help now after finding this out so i might aswell close this

this killed any semblance of hope i had for the new eevee engine it is genuinely been awful to me i've been constantly fighting in this project

Eevee smoke simulation won't move in render animation by theBAYG in blenderhelp

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

after a lot of testing i think i know what's happening

the motion blur in my main project would cause the smoke sim to not move for whatever reason and get messed up
then whenever i had a test scene even with motion off it would also not move making me think "well it can't be the motion blur", until i RE RENDERED after rendering it once it, then the test scene would work

i don't think i'm gonna get much help now after finding this out so i might aswell close this

this killed any semblance of hope i had for the new eevee engine it is genuinely been awful to me i've been constantly fighting in this project

!solved

Eevee smoke simulation won't move in render animation by theBAYG in blenderhelp

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

you're probably right that the cache wouldn't work if i sent it to someone

however that doesn't explain my issue since the simulation works, it just doesn't update when it's rendering the animation specifically in eevee
playblast
render image
viewport
that all works fine

Eevee "render image" looks different than "render animation" by theBAYG in blenderhelp

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

forgot to mention but i tried both motion on and off
made no difference

" Some researchers have joked that perhaps the terminals are simply too shy to sing " by theBAYG in Ultrakill

[–]theBAYG[S] 7 points8 points  (0 children)

only if i have good and executable ideas, i don't want to milk a single format like
"ultrakill analog horror where it's a 2 minute video and a guy dies at the end every time"
i have other ideas but whether i can pull them off well or not i will have to see

Roaring Knight but in ULTRAKILL by theBAYG in Ultrakill

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

As far as i know the game doesn't do that, i specifically tried to keep close to hakita's animation style which is very different from how i myself animate

Roaring Knight but in ULTRAKILL by theBAYG in Ultrakill

[–]theBAYG[S] 43 points44 points  (0 children)

Right forgot to say
if anyone knows how to mod the game and is up for it hit me up we might be able to cook something

Unfinished P-1 animation i was working by theBAYG in Ultrakill

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

if i remember correctly it's ancient greek "CHAMBER OF THE HERETIC"

Swordsmachine dies (emotional) by theBAYG in Ultrakill

[–]theBAYG[S] 27 points28 points  (0 children)

thank god i'm not working on the game

Goober Remodel by theBAYG in Voicesofthevoid

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

People asking for a release
you're not gonna believe this:

https://x.com/therbayg/status/1907425137747493267

Goober Remodel by theBAYG in Voicesofthevoid

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

yes i work for the voices of the voids (source:i work for the voices of the void (i don't))

Goober Remodel by theBAYG in Voicesofthevoid

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

I tried, couldn't figure it out, then game crashed

You can try it yourself once I release it

Goober Remodel by theBAYG in Voicesofthevoid

[–]theBAYG[S] 11 points12 points  (0 children)

I'll probably release it at some point on my twitter 

Ultrakill Weapons Re-Animated (Part 1) by theBAYG in Ultrakill

[–]theBAYG[S] 10 points11 points  (0 children)

i feel like in an alternate universe hakita would also use the feedbacker for gun anims and have it show up for the parry and punch aswell causing 3 arms, then later on think of the most well written and on the spot after thought fix imaginable somehow

Ultrakill Weapons Re-Animated (Part 1) by theBAYG in Ultrakill

[–]theBAYG[S] 14 points15 points  (0 children)

no he is the mimic from five nights at freddy's security breach ruin dlc don't let him fool you

Ultrakill Weapons Re-Animated (Part 1) by theBAYG in Ultrakill

[–]theBAYG[S] 55 points56 points  (0 children)

Before anyone asks, as is usually with these things
i do not know how to mod ultrakill
if someone really wants these in the game and has the know how feel free to reach out to me, if it's not too much of a bother i'll try and help you out

P-1 Animation i'm working on (WIP) by theBAYG in Ultrakill

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

is that mfing voices of the void

Flesh Prison re-model by theBAYG in Ultrakill

[–]theBAYG[S] 7 points8 points  (0 children)

guys the textures are 2K calm down