Godot wireframe primitives
A set of meshes and scripts to add wireframe primitives to a godot project.
A set of meshes and scripts to add wireframe primitives to a godot project.
Ready with the notes about the quick training session of tomorrow, focused on fonts manipulation, svg import/export and rendering in blender.
Repository: https://gitlab.com/frankiezafe/b4d
During this two-days workshop, you will discover the potential of the Godot libre video games engine. Through a series of small demos, you will get familiar with the various aspects of real-time 3D projects: importing objects; creating materials; managing lighting and cameras; and introducing interactivity with scripting!
This workshop will focus on using these tools in an artistic context, in particular through the OSC protocol. OSC will allow Godot to communicate with other softwares more commonly used in the field of digital art, like SuperCollider, Puredata, IanniX, and more!
Repository: https://gitlab.com/frankiezafe/vga01
More info on imal website.
all project opened during the 2 days of workshop
[01_3d_basis, scene/01_primitives.tscn] primitives and parenting
[01_3d_basis, scene/02_material.tscn] materials & textures
[01_3d_basis, scene/03_environment.tscn] environment
[01_3d_basis, scene/04_skeleton.tscn] collada, importing mesh, skeleton & animation
[02_3d_dynamics] complex physic: multiple shapes in one collider + a lot of spheres
[03_scripting & 04_ui] animation in script + 2D UI over the 3D view, with animation also
[notes, scenes/viewport.tscn] an example on how to render on texture and use a 2D shader to shift RGB channels
[notes, scenes/script.tscn] animation and mouse interaction via script + node duplication
[notes, scenes/script.tscn] animation and mouse interaction via script + node duplication
[notes, scenes/deux.tscn] importation of scenes and collada
[notes, scenes/un.tscn] 3d basics: primitives, parenting, environment and materials
The OSC GDnative module for godot is on its way in gitlab.
In the meanwhile, we have compiled a standalone version of Godot 3.0 including the gdosc library. The executable is available here:
A small training about how to use fonts and curves in blender targeted to graphic designer of OSP. The intend is also to evaluate the influence and interest of 3d software in print workflows.
This is an internal event.
Currently working on a library of skinning called SofSkin. It’s purpose is to make skinning in a different way: less rubberish and more mesh/geometry-oriented. The idea is to use edges of the mesh as springs that tries to recover their initial length by pulling/pushing on the vertices. The lexical field is focused on anatomy, to keep the code lifefull.
The integration in godot is on its way, as shown in this video:
The repository is hosted in gitlab: https://gitlab.com/frankiezafe/SoftSkin
How to create and load savegames
Creation of files with encryption in godot.
https://godottutorials.blogspot.com/2015/06/how-to-create-savegames.html
“The currently dominant 3D graphics and simulation paradigm, based on triangle/polygon meshes, is fundamentally flawed. Meshes only model surfaces – a hollow and thus very incomplete approximation of reality. Mesh content creation is complex and technically demanding; costly with high barriers of entry. Many layers of “hacks” (e.g. UVs) make editing and distributing mesh assets prohibitively cumbersome.”
The atomontage engine is shifting the paradigm of 3D from surfaces to volumes. A super interesting point of view. I will start a research on libre project have the same approach!
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