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
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 horizon as I exactly wanted, I understood some concepts that aren’t familiar to game dev beginners about 3D objects and how they rely on light and physics. Finally, as I am, for the moment, still mainly a machinima person, I barely understood camera movements and was able the day after in the train driving me back to France to make my first machinima abstract sea in Godot.by Isabelle Arvers, source: http://www.isabellearvers.com/2019/05/godot-day-in-brussels/
I became autonomous in abstract sea machinima making in less than 1 day, which is amazing for me! I didn’t find the interface too hard to understand but so much appreciated to be supported for the first steps of this discovery. Especially to be able to do exactly what I wanted to do and not to have to follow so many different tutorials before to get to the point I was interested in.
- Isabelle Arvers website: http://www.isabellearvers.com
- Vimeo: https://vimeo.com/isabellearvers
- Twitter account: https://twitter.com/zabarvers
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 the shortest path (it is wrong from time to time) + better transition of the gradient (the constrains are glitching when animated…).
At last, a visually decent demo of all the modifiers included in the addon futari for Godot.
And, obviously, it would not be fun without a video!
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!
More info on imal website.
all project opened during the 2 days of workshop
What has been prepared
[02_3d_dynamics] complex physic: multiple shapes in one collider + a lot of spheres
Projects created during the session
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
Creation of files with encryption in godot.
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
Hey! The first polymorph production is available on itch.io!
The page of the game.
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 gdosc where i develop
- https://github.com/frankiezafe/gdosc-demo, a demo project showing the functionlities of the new classes
Next move is to create a GDNative extension, to enable distribution of the addon.
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 compile!
A really nice piece of framework!