Rob_Dinopunch
dinopunch.bsky.social
Rob_Dinopunch
@dinopunch.bsky.social
Game Developer and Asset Creator
I thought I was the only one! It’s infuriating that the actual definition is almost the opposite of the usual use. Maybe we need to invent a new word for “unfazed and on the edge of bored”
February 3, 2024 at 6:18 PM
Do you mean Mario Wonder is an example of it looking not so good? If so I agree… what looks and feels do you like better? It seems like water can act in infinitely different ways.
January 31, 2024 at 5:01 PM
I’m building out a bunch of water vfx atm…do you have any example real or otherwise of what you are thinking?
January 31, 2024 at 1:31 PM
Ah yeah…if you’re not animating you can ignore a lot of that stuff :) best of luck on the project I’ve been enjoying watching your work
January 27, 2024 at 8:43 PM
Almost forgot…this is a great one to watch before setting up your rig youtu.be/ws8oWmBbo_s?...
Perfect bone orientation and positioning in Blender
Check these tricks to perfectly position your bones and get a proper roll whatever your mesh's orientation.🔥 Discover all my courses and free assets on P2de...
youtu.be
January 27, 2024 at 5:48 PM
Have you seen the whole “when you hate the world get something to eat…hate yourself take a shower thing?” It’s simple but a great through line for me. From someone in an intense production loop atm hang in there, nothing wrong with you and we can do hard things💪❤️
January 27, 2024 at 12:57 PM
My take at the moment is that all the new shiny tech is great but it won’t play nicely in the playground. It’s been a big time saver for me to just use the new tools as reference and key frame in blender with a clear/clean export to Unity.
January 27, 2024 at 12:47 PM
Having a totally separate control rig works well in blender and exports pretty well to cascadeur but I’ve found it super frustrating to key animations in blender, bake to the control rig and then export to the engine.
January 27, 2024 at 12:45 PM
So far, I like using a rigify metarig for easy initial setup. Add any custom bones. Including a non-deforming control rig inside the metarig seems to work best for exporting to engine but not cascadeur and rokoko. I’ve settled on importing mocap and ai assist anim as 3D ref to my blender/engine rig
January 27, 2024 at 12:43 PM
Pierrick is more aligned to blender for film but he has a decent amount of engine info and CGDive is all about blender to engine…he really likes rigidly which I am not totally sold on. I’m currently trying to perfect a pipeline that keyframes in blender can easily work with Cascadeur/Rokoko/engine
January 27, 2024 at 12:39 PM
The two best all around (that I’ve used) are CGdive and Pierrick Picaut on YouTube. Specifcally: youtube.com/playlist?lis... and youtube.com/playlist?lis...
Blender to Game Engines (Unreal, Unity, Godot etc.)
If you are interested in Exporting character (or rigged/skeletal meshes) from Blender 2.8 or 2.9 to any game engine, I think you'll find this ongoing series ...
youtube.com
January 27, 2024 at 12:35 PM
Are you going to rig in Blender? I can point you to some good resources if you’re interested…rigged 2 characters in the last week :)
January 26, 2024 at 8:23 PM
I was halfway through an intense sculpting project this weekend when I got stomach flu…2 days of fever dreams of smooth brush and verts getting stuck inside the hull.
January 11, 2024 at 12:36 AM
You don’t know me but you have my axe
December 28, 2023 at 2:49 AM