The check is naive and has false positives (e.g. Frustum and VisibleEntities). I can improve it slightly but there is not much more room with the current BRP spec/implementation.
The check is naive and has false positives (e.g. Frustum and VisibleEntities). I can improve it slightly but there is not much more room with the current BRP spec/implementation.
But I'm frustrated that the returned values and schema don't align, making it impossible to create something generic. 👿
But I'm frustrated that the returned values and schema don't align, making it impossible to create something generic. 👿
BiRP lets you inspect your game entities, components, and resources using the Bevy Remote Protocol.
Hope you find it useful! (Ah! and don't miss the mascot! 😄)
Get it here: github.com/doup/birp
BiRP lets you inspect your game entities, components, and resources using the Bevy Remote Protocol.
Hope you find it useful! (Ah! and don't miss the mascot! 😄)
Get it here: github.com/doup/birp
Oh! And I remade the topology of the shoulder area which has improved the deformation… 👌
#bevy
Oh! And I remade the topology of the shoulder area which has improved the deformation… 👌
#bevy
Now… why is the normal map broken? 😂
#bevy
Now… why is the normal map broken? 😂
#bevy
I took another approach, instead of exporting the data from inside #blender (including coodrs conversion 😵💫), I've exported to GLTF and then extracted the animation/pose data from there. Muuuuch simpler.
I took another approach, instead of exporting the data from inside #blender (including coodrs conversion 😵💫), I've exported to GLTF and then extracted the animation/pose data from there. Muuuuch simpler.
(character color still pending…)
#blender #bevy
Now I just have to import it in Bevy and do the same… 🙃
Note that for each sub-graph there is a top/bottom "border" node.
Note that for each sub-graph there is a top/bottom "border" node.
I've simplified some parts and I'm not worrying so much about topology (as it's not going to be subdivided). I'll probably simplify the lower leg a little bit more. But first I want to finish the forearm and hand.
#blender
I've simplified some parts and I'm not worrying so much about topology (as it's not going to be subdivided). I'll probably simplify the lower leg a little bit more. But first I want to finish the forearm and hand.
#blender
#blender
#blender
(image generated with graphviz)
(image generated with graphviz)
The "nesting tree" for the hierarchy of the graph. Which also gives me the depth information for each node and sub-graph. ✅ Done.
The "nesting tree" for the hierarchy of the graph. Which also gives me the depth information for each node and sub-graph. ✅ Done.