Softskinned & articulated platypus

After several hours of adjustments in blender, platypus has now more control points. As shown in the image above, mesh is controlled by invisible edges, acting as rubber bands. Playing a bit longer with group shrink and control points, and the model is really changing shape Model used is the Platypus from William Reynish under

Softskinned platypus

After nearly 9 month of inactivity, the development of softskin is back on tracks. Softskin is a module inspired by tensegrity for godot engine (what else?). Demo video:

Isabelle Arvers’s first godot machinima

So proud to present the first machinima made by the french artist Isabelle Arvers with GodotEngine! What I super enjoyed with Godot is that in less than 4 hours and the help of François, I was able to create an abstract sea with the colors of the sun and the sky, as well as the

UI for rotation editing #2

First prototype of a widget to edit 3d rotation via a 2d plane. The 3 buttons below the gradient allows plane selection ( XY, YZ or ZX ).The black area in the Y axis is a constrain ( between 90° and 270° ). Still a lot of stuff to be done, like the processing of

Video Game for Art

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

The OSC GDnative module for godot is on…

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: DOWNLOAD GODOT + GDSOC

Soft skin

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

Little week end challenge reproducing the fish…

Little week-end challenge: reproducing the “fish” shader demonstrated by Matt Nava in his talk at GDC last year. The shader Giant Squid Studio developed (at 3:50): After a few hours (not many), shader in godot: The source code is available on github: https://github.com/frankiezafe/Fish-shader

A lot of work has been done on…

A lot of work has been done on the OSC addon for godot this week: 2 new classes for reception and emission fully integrated in the engine (with icon and UI configuration) and an OSCmessage class available in gdscript to read the received message. The repositiories are here: https://github.com/djiamnot/gdosc, official one https://github.com/frankiezafe/gdosc, a fork of

Starting godot development with a little help to…

Starting godot development with a little help to Michal Seta on his OSC addon. First impressions are fantastic! Godot’s architecture is prepared with indie programmer in mind: the engine is obviously open source, it is really easy to interact with the core classes of the engine, receive notifications of the main events, and childish to