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.
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.
by Isabelle Arvers, source: http://www.isabellearvers.com/2019/05/godot-day-in-brussels/
CodeParade proposes an very interesting game/game engine that uses a smart physics computation related to fractal rendering. The result is Marble Marcher, an opensource (GPL-2!) game, available on itch.io and github.
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…).
I’ve spend my day testing several face tracking solutions. The idea is to generate data for Godot Engine and control the face of an avatar with mine, for a numediart project.
Here is what i’ve tested:
Obviously, the famous library. Tricky to install: you need cuda toolkit & cuDNN to start compiling. As it is the first one, i didn’t manage to run it again at the end of the day, so no screenshot… There is no direct example for 3D face tracking, only 2D is working out-of-the-box, and fps is not sexy at all (~15fps) https://github.com/CMU-Perceptual-Computing-Lab/openpose
Lightweight library, compared to openpose, and therefore much more friendly. Managed to have a decent framerate wit my webcam, but still no 3D here…
The fps is terrible, but everything is there for 3d: mesh reconstruction and texture mapping! There is also lots of forks, maybe up-to-date… Definitively the best option, only have to focus on the poor framerate.
update: the Release flag was not set in CMake… By enabling it, the fps is jumping to 5fps. Not incredible, but enough to have the sensation of motion.
Next step is to extract landmarks in 3d and broadcast them in OSC!
I even tested closed-source library today! Purely commercial, at 399$ as entry-fee, i was hoping for a super-fast solution, making all the other ones insignificant, and, no. SentiMask is clearly not doing better than 4dface out-of-the-box. The rendering is just better.
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
Test it here:
Or check this video: