when pixar opens its code

it ends up with opensubdiv, running on all desktop platforms! SUPER easy to install and to compile!

git clone
cd OpenSubdiv/
mkdri bin
cd bin
cmake -G Xcode -D NO_PTEX=1 -D NO_DOC=1 \
       -D NO_OMP=1 -D NO_TBB=1 -D NO_CUDA=1 -D NO_OPENCL=1 -D NO_CLEW=1 \

enter in the bin directory and launch the demos 🙂
[ok, i have all the libs to compile this installed, but who will try this with being used to compilation :)]



Green logic for a case & Radio for the daydreamers

Design & animation test with softskin, a shiv integer model by Julien Deswaef & Matthew Plummer-Fernandez and a track by Clément Parmentier

godot softskin

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 CC-BY

godot softskin

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:

Model used is the Platypus from William Reynish under CC-BY

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Lu Yang, baroque manga

uterus man

A crazy asian human. Here is some of his shit.

uterus man, my favorite

main website:

bookmarks godot

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 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:

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4D specialist Marc ten Bosch


Marc ten Bosch seems to be particularly interested in the 4th dimension, its narrative & interaction potential. He has made several releases, see below for all links.

4D Toys

The game is based on tesserakt 4d engine, a custom game engine. The only mention of it i found online is an article in gamasutra.


Ray Marching implementaion

Demo of an implementation of ray marching by SebLague. Possibilities are tremendous, especially for boolean operations and object blending. Definitely something to test in Godot!


bookmarks portrait

Marble Marcher by CodeParade

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 and github.

futari-app godot

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 the shortest path (it is wrong from time to time) + better transition of the gradient (the constrains are glitching when animated…).


3D face tracking (state-of-the-art)

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)


Lightweight library, compared to openpose, and therefore much more friendly. Managed to have a decent framerate wit my webcam, but still no 3D here…

Something looking like a 3d head estimation is demonstrated here:

But I didn’t managed to see any results for 3d with the code provided in his version of dlib:


The original repository of the company 4dface, who has gone closed-source after starting to make some money.

The software uses a lot of git submodules, but is quite easy to setup when you have recompiled opencv3 & cmake 3.14 from source.

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.

The huge restriction implied by the license does not worth the ethical cost of using it.


Futari walls, attractors, winds & vortex demo

At last, a visually decent demo of all the modifiers included in the addon futari for Godot.

walls or floor collider
attractors (positive and negative)

And, obviously, it would not be fun without a video!

godot softskin

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 keep the code lifefull.

The integration in godot is on its way, as shown in this video:

The repository is hosted in gitlab:


Custom export python script for blender and custom…

Custom export python script for blender and custom import javascript for threejs to enable morphing of vertex normal in morph targets. It might seems a bit technical, but without this, the object loaded in threejs doesn’t react to light correctly: without this export, if faces change direction after deformation, the lack of normal morphing implies that the illumination of faces is not correct. Try without, it will be clear 🙂

Test it here:

Or check this video:

Anyway, the script is here: faces, with some javascript in comment to load it.



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: