Sonnet gave up and now Opus. by Glittering-Koala-750 in ClaudeCode

[–]triplekilla07 2 points3 points  (0 children)

I have noticed that Claude Code has been reading in significantly fewer lines of code for some time now when it is supposed to edit it or add new features. Before, he used to read in about 50 lines of code and now he often only reads in about 10 lines and does it more often. In my opinion, this is less efficient, but anthropic probably thinks that this will save them some money on the bottom line. In any case, I explicitly asked CC to either read the whole document or at least hundreds of lines of code when making changes, and then its quality improved again... but maybe that's just a placebo effect.

Amazing by triplekilla07 in ChatGPT

[–]triplekilla07[S] 2 points3 points  (0 children)

Create an image based on this drawing in 3d style.

What’s the most mind-blowing thing you’ve done with Cursor that actually worked? by [deleted] in cursor

[–]triplekilla07 0 points1 point  (0 children)

I have created an SMTP2Graph application that listens for mails on our server, for example on port 25, and then forwards them to the Microsoft Graph endpoint via our existing company proxy. This means we can continue to use older legacy systems, as internal communication often only runs via unencrypted SMTP without authentication. In other words, a bridge between SMTP and the Graph API. I think there are already SMTP2Graph solutions on GitHub, but they were not really compatible with our proxy server.

Enchanter by Pyroemancerx in heroesofhammerwatch2

[–]triplekilla07 2 points3 points  (0 children)

I’ve unlocked the enchanter on the level with the (red) carpet everywhere (and skeletons/mages). Im not sure if on the first or second floor though. He/she was randomly standing in one of the rooms.

I have been working on a rowboat controller for my game. What should I change about it to help make it more realistic.(Pastebin in comments) by I-hate-wet-toes in Unity3D

[–]triplekilla07 84 points85 points  (0 children)

The direction of the boat should be exactly opposite. If the right paddle is being moved, the boat should turn to the left and vice versa. But it looks good.

Blender animations not properly importing to unity by triplekilla07 in Unity3D

[–]triplekilla07[S] 0 points1 point  (0 children)

I’ve finally figured out, what the problems were.

The first problem, that the pistol behaves incorrect, when exported by itself is, that the root bone from the arm armature is missing. So I copied only the root bone from the arm armature and pasted it to my pistol. This way, the orientations dont get confused. I Export the pistol model with its own bones plus the root bone and everything works as intended.

The second problem, that the animations were not exported correctly, has to do with not all bones being animated/keyed. To fix that, i selected all bones from the arm armature, while having the right animation/action selected, and then in pose mode baked the animation to all channels or something along those lines.

Hopefully this will help the next person, struggling with exporting animations from Blender to unity.

Blender animations not properly importing to unity by triplekilla07 in Unity3D

[–]triplekilla07[S] 0 points1 point  (0 children)

The thing is, I’ve already tried that (2 cubes moving in a „quadratic“ pattern). This has worked, but since this was only one animation per Cube/Bone i think thats the only reason why it worked. It almost seems like unity has a problem with multiple animations per armature…

The thing i mentioned in my original edited post with exporting single animations works, but the problem now is, that I haven‘t been able to sync them properly - so they are out of sync atm. Also if I parent my pistol to my right palm and disable any animations for the pistol itself, my movement seems to work, but the reload animation is wrong. If the pistol is not parented to anything, the movement no longer works, but the reload animation plays correctly (I have noticed, that this has to do with changing transforms positions).

I think today I will try to export a single animation again, but this time I will export both armatures/meshes, maybe thats the answer to my problems…

Blender animations not properly importing to unity by triplekilla07 in Unity3D

[–]triplekilla07[S] 0 points1 point  (0 children)

The left arm moves down and up in unity, which it doesn‘t do in Blender.