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ninjadodo
Netherlands
เข้าร่วมเมื่อ 11 มิ.ย. 2006
I make games and animation.
Making a custom keymap for Blender
A full walkthrough of how I make the _Hybridkeys_ custom keymap for Blender. Recorded in 4.0 but still applicable to later versions (latest version 4.3 as of this writing). Also goes into some of the problems with the keymap editor and the default keymap and things to watch out for while customizing your hotkeys.
Finished keymap can be found on *Gumroad* or *Right Click Select* :
ninjadodo.gumroad.com/l/hybridkeys
blender.community/c/rightclickselect/w0fbbc/
---
Chapters:
00:00 - Intro
00:36 - Initial setup
01:22 - ALT camera
11:18 - Remember to save
12:52 - Pie menus
18:34 - QWER Transforms
38:22 - Extrude
40:27 - Object sub-modes
43:51 - Python commands
45:22 - Mesh Loops
46:30 - Animation
58:28 - Painting & Grease Pencil
1:04:23 - General advice
1:07:19 - Readme check
1:07:41 - Press NOT Click
1:13:05 - CTRL-Y Redo
1:13:42 - Finalizing
1:16:29 - Test & release
---
Relevant _Right Click Select_ proposals for keymap editor issues:
* Unify similar operations into a single hotkey setting: blender.community/c/rightclickselect/Pncbbc/
* Remember Preferences window size and position: blender.community/c/rightclickselect/TBdbbc/
* Select on mouse Press NOT Release/Click: blender.community/c/rightclickselect/gpWk/
Bug report for disappearing hotkey issue mentioned at 48:22 : projects.blender.org/blender/blender/issues/118586
Bug report for Restore issue shown at 1:13:53 : projects.blender.org/blender/blender/issues/86228
Finished keymap can be found on *Gumroad* or *Right Click Select* :
ninjadodo.gumroad.com/l/hybridkeys
blender.community/c/rightclickselect/w0fbbc/
---
Chapters:
00:00 - Intro
00:36 - Initial setup
01:22 - ALT camera
11:18 - Remember to save
12:52 - Pie menus
18:34 - QWER Transforms
38:22 - Extrude
40:27 - Object sub-modes
43:51 - Python commands
45:22 - Mesh Loops
46:30 - Animation
58:28 - Painting & Grease Pencil
1:04:23 - General advice
1:07:19 - Readme check
1:07:41 - Press NOT Click
1:13:05 - CTRL-Y Redo
1:13:42 - Finalizing
1:16:29 - Test & release
---
Relevant _Right Click Select_ proposals for keymap editor issues:
* Unify similar operations into a single hotkey setting: blender.community/c/rightclickselect/Pncbbc/
* Remember Preferences window size and position: blender.community/c/rightclickselect/TBdbbc/
* Select on mouse Press NOT Release/Click: blender.community/c/rightclickselect/gpWk/
Bug report for disappearing hotkey issue mentioned at 48:22 : projects.blender.org/blender/blender/issues/118586
Bug report for Restore issue shown at 1:13:53 : projects.blender.org/blender/blender/issues/86228
มุมมอง: 192
วีดีโอ
Quick Cursor Pivot - FK pivot demo
มุมมอง 118 หลายเดือนก่อน
This add-on works best with IK, but can be used with FK also if you select the whole chain, as demonstrated here. See this video for a more complete overview: th-cam.com/video/WUMXbL62SNI/w-d-xo.html
Flour sack animation rig update 1.1
มุมมอง 631ปีที่แล้ว
A few small improvements to my simple flour sack rig for blender #b3d. - fixed arm & leg bones twisting when pulled too far - fixed legs not scaling correctly in X axis - removed unused ctrl shapes Compatible with 2.93 and later versions of Blender. Download here: ninjadodo.gumroad.com/l/simplefloursackrig For a more complete rig demo see this video: th-cam.com/video/UyZF_RNlfTc/w-d-xo.html
Quick Cursor Pivot 1.1
มุมมอง 1642 ปีที่แล้ว
Add-on for Blender 3.1 #b3d lets you set transform pivot & space to active selected object in one click or hotkey. Useful for temporarily rotating from a specific part of a rig or any object. Download here: ninjadodo.gumroad.com/l/quickcursorpivot New in 1.1: - restores old cursor position on reset - also allows pivoting from vertices/edges/faces Inspired by Animx 2021 talk "We don't need no in...
Earth Studies - UFO game jam
มุมมอง 583 ปีที่แล้ว
A small game about aliens making observations about earth while avoiding space debris, made for the 2021 Opera GX Game Jam, theme: UFO: gamejolt.com/games/earthstudies/639010
Quick Cursor Pivot 1.0
มุมมอง 1393 ปีที่แล้ว
Add-on for Blender 2.93 #b3d that lets you set transform pivot & space to active selected object in one click (or hotkey). Useful for temporarily rotating from a specific part of a rig or any object. Download here: ninjadodo.gumroad.com/l/quickcursorpivot Inspired by Animx 2021 talk "We don't need no interpolation" and Raf Anzovin's Ephemeral rig, this is an attempt to replicate some of that fr...
flour sack 2D 3D test WIP
มุมมอง 1103 ปีที่แล้ว
work-in-progress animation test translating a 2D pencil test to 3D.
Quick Cursor Pivot test for Blender 2.9 WIP
มุมมอง 2533 ปีที่แล้ว
Inspired by Animx 2021 talk "We don't need no interpolation" and Raf Anzovin's Ephemeral rig (th-cam.com/video/suUBAB7dsfE/w-d-xo.html), this is a quick attempt to replicate *some* of that free-form control - pivoting from any point on a rig - in Blender using the 3D cursor and some Python scripting to change multiple steps into ONE click or hotkey. UPDATE: Now released, download here: ninjadod...
procgen trees v7 - pines
มุมมอง 4344 ปีที่แล้ว
Quick demo of procedurally generated 2D trees (ninjadodo.itch.io/procgentrees), cypress, fir and pine... with dynamic wind and manual customization of height, size and angle. Created as part of the development of Greek myth action platform game Hellas (www.ninjadodo.net/hellas). Art is placeholder.
Flour sack animation rig
มุมมอง 2.6K4 ปีที่แล้ว
flour sack animation rig made in Blender #b3d (responsible for all modeling & rigging) UPDATE: The rig is now available here: gumroad.com/l/simplefloursackrig
Guppy - trailer 4
มุมมอง 6937 ปีที่แล้ว
A game about swimming. More info: www.ninjadodo.net/guppy Get it on Steam: store.steampowered.com/app/698500/Guppy/ or itchio: ninjadodo.itch.io/guppy
Guppy - WIP rocks
มุมมอง 337 ปีที่แล้ว
Old (2010) work-in-progress Guppy development video, with early rock formations. More info: www.ninjadodo.net/guppy/
Hellas v24 - procedural generation: layout
มุมมอง 2729 ปีที่แล้ว
work-in-progress game, more info: www.ninjadodo.net/hellas/ devlog: forums.tigsource.com/index.php?topic=21485.0 twitter: greekvasegame IndieDB: www.indiedb.com/games/hellas Greenlight concept: steamcommunity.com/sharedfiles/filedetails/?id=119407378 Facebook: pages/Hellas-greek-vase-game/587714311294206
Robot dance animation
มุมมอง 1K9 ปีที่แล้ว
some animation I did for Robot Dance Party at Triangle Studios, special moves and short cycles based on various reference, (c) DeNA 2014.
Hellas v23 - heavy lifting, moving platforms
มุมมอง 8539 ปีที่แล้ว
work-in-progress game, more info: www.ninjadodo.net/hellas/ devlog: forums.tigsource.com/index.php?topic=21485.0 twitter: greekvasegame IndieDB: www.indiedb.com/games/hellas Greenlight concept: steamcommunity.com/sharedfiles/filedetails/?id=119407378 Facebook: pages/Hellas-greek-vase-game/587714311294206
Sir You Are Being Hunted - Squire robot animation
มุมมอง 1.3K11 ปีที่แล้ว
Sir You Are Being Hunted - Squire robot animation
Hellas v15 - skeleton AI & power selection
มุมมอง 17312 ปีที่แล้ว
Hellas v15 - skeleton AI & power selection
*Omissions* : I chose to leave out the final testing check because it would've made the video too long and mostly repeated things. However, there were some problems that came up during testing that I missed and had to fix before release... *I forgot one set of QWER keys for Grease Pencil Edit mode.* Also *a few hotkeys mysteriously disappeared after export due to a bug* (which will hopefully get fixed), and I had to recreate those and re-export, specifically: _Pan View Middle Mouse_ in View 2D, Image, and Clip Editor, _UP & DOWN Jump to Keyframe_ in Frames, and _Local View NUMPAD /_ in 3D View.
I missed showing this in the video but, while it works best with IK controls, you can also use this on FK as long as you select the entire chain: th-cam.com/video/PgnrCArRIWU/w-d-xo.html
Thanks man ! Your rig is so good, I don't find u on instagram to tag u in my posts using your rig Greetings (:
Glad you like it, I don't use instagram and I've stopped using twitter pretty much, but I'm still on here and Mastodon... but feel free to email me a link, or tweet, or comment. Would be fun to see some anims done with the rig.
@@ninjadodovideos Yeah ! Thanks for your reply, sure ! I'm gonna do 👋
Thank you so much!
This is an awesome rig to work with! I do have one issue with the pose library not working properly as I want to make a set of animations and bring them into Unreal. Will this be fixed?
I currently have no plans for further updates. I'm not aware of any issues with the pose library but if you share more details I could at least have a look.
@@ninjadodovideos Sure! I'll send an email with some screenshots!
Thank you, Ninjadodo!
This is freaking delightful!
I am testing this with normal objects (not bones) and I have a feeling it does not take into account Delta transforms. So, the 3D cursor snaps to location that does not take delta into account. I am not 100% sure it should for the use case you want, but felt it was worth a mention.
I haven't done anything with delta transforms specifically so it's possible those are ignored if Blender doesn't include them automatically the way it was set up. It's meant for animation so will mostly be used on bones and occasionally on objects. Don't know if there is a situation where having delta transforms would be beneficial. It could probably be modified to take those into account but I'm not sure how to do that.
Not able to extract😶😶
You mean the zip file? It's just a regular (windows) zip archive. Maybe try a different tool to extract it. I use 7-Zip, but any archiving tool should work.
@@ninjadodovideos i have tried winrar, 7 zip and online extractors... But i dont know why its not working😐
@@rishabhanand5563 I haven't changed the file and it works for everyone else, so no idea what the problem could be... but email me at ninjadodogames[at]gmail[dot]com and maybe we can figure something out.
@@ninjadodovideos i m so sorry... I dont know why its happening ... I love your generousity bro ... U are one of the best people on earth😌
Thank you bro!...is a really good rig. I'm starting to learn animation by myself and this rig would help me to do the classic Flour sack exercises!
Nice! I read that it is only placeholder art, but the trees look amazing nevertheless and the procedural system is super cool.
Nice work! It looks clean.
É uma pena que esse jogo não existe mais, ele pra mim era muito bom
Would this be already somewhere available for reusing?
Yes. It's available here: gumroad.com/l/simplefloursackrig
looks awesome, are you going to make it available for download?
Still going to tweak it some more, but I am planning to release it, yes.
I've released the rig :) Can be found here if you want to try it out: gumroad.com/l/simplefloursackrig
I love this game! Will there be any more updates?
Hi! No plans for further updates, but I'm glad you enjoyed the game so much!
ninjadodo Is there any chance you would consider making the game open source? I’m a Software Engineering student and I would love to be able to play around with the code!
I should add that I totally understand if you are opposed. You did work on it for a really long time, so I get not wanting to open that hard work up to everyone.
@@jacksondegruiter9591 I don't think I will open source the game, but if you're curious how it was designed and coded you might find this interesting: www.gamasutra.com/blogs/ChristiaanMoleman/20180502/317072/Guppy__Designing_Unconventional_Input_for_Natural_Movement.php
super late, but did you create the model?
No, just the animation.
i like it
How do you make them throw spears??
The skeletons? They only throw them when they are facing you and you're in range.
Nono my bad...What script did you use to get them to throw them like that?
***** Oh ok, so I'm not sure which aspect you're most interested in but basically the spears are objects that behave the same whether they are thrown by the player hero, by NPCs, or by divine powers: your basic fake 2D physics with simplified gravity, adjusting sprite angle based on vertical speed... If a skeleton is alert and passes a planted spear, the spear object is removed and skeleton switches to a sprite with a spear. Then when a target is in range the skeleton creates a new spear object with some horizontal speed, then switches to a throwing sprite with a timer lasting X frames before he goes back to a standing or walking sprite.
ahh. Cool. I have a bow and arrow that the player can use and it behaves just like a real one with the angle pull speed all that feels good. How can I give that weapon to the enemy and have them effectively shoot the arrows. I could always reskin it to be a spear I guess.
***** Depends on how you've built your game, really, but sounds like you'd need some sprites where the enemy is holding the bow and arrow, and a sprite where you can see them aiming and then shooting an arrow object from the enemy in the same way that you would for the player... just try to use the same system you have on the player but in a way that works for an AI character.
rawr.
I had to look that up. I guess, yeah :P The sketches are just a quick way to prototype movement. The final thing will not look like this.
That lion is coming straight from the Take On Me world. :)
I approve this message.
I want to encourage emergent systems where possible, but if one boar can hit another, a pack of boars would almost immediately kill each other (or bump into each other constantly). So at the moment I'm going with no friendly fire. I might have them deal damage to other enemies but I would need to create evasive AI behaviour first. Still, it would be interesting to have them react to one another in some way.
It happens so frequently that it would make them a bit too easy to defeat if they could knock themselves out, so will probably stick to stun only.
make them when they get hited in the wall 3 times, they die.
Pigs!
One player controls both god and hero OR you can play hero + god co-op with two players. You can also play versus against another hero and their god. Each god has different powers. More details in the devlog if you're curious (link in the description).
Rather than create a new story within the setting, the singleplayer aims to retell specific myths (Herakles + others), so it's going to stick more closely to the source material. Mechanically it's about how nearly everything in the original stories is done with the help of the gods ("Zeus gave him strength", "Athena returned his spear", etc)... so I thought why not take that literally and have the hero collect sacrifices for the gods in exchange for their help (powers)...
Can you explain your direction to me and I know lol I'm Greek :D
No. Apotheon was announced February 2012 while Hellas has been in (public) development since September 2011. I've been keeping a devlog on the TIGSource forums. The visual similarity between our games is due to both of being inspired by the same thing (greek myth + vases). My understanding from the Alientrap guys is that they are going in a different direction with their gameplay.
This just copies Apotheon....?
loving it dude, keep going with that!
Thanks ^^
that smoke is really nice :)
(as the name implies ideally I'd like to cover as many as can be adapted to gameplay, but since I am building this by myself I am being careful about scope)
Thanks. Yes. It doesn't have one yet, but the plan is to have a singleplayer story-mode covering at least one Greek myth.
Like it much better than Apotheon. Will there be a single player campaign of sorts?
Thanks. Much still to do. :)
good job, wishing you all best with this game!
Thanks! :)
this looks excellent. I love the sound effects as well.
Thanks!
Oh didn't noticed you can attack while blocking. Well then, you can maybe make some more variation except the randomness that you will add. Anyway looks good, really.
I'm going to be tweaking when the blocking happens, but point taken. Since you can attack from a block it's risky to just stand there without blocking, but I think I will have it happen more randomly so that the skeleton is not so predictable... this should also help counter attack spamming from the player.
When you duck to block, sometimes they duck to block too. That gonan be weird in real life, try manage it. Going behind your character to hit you looks good thought :)
Make that trouble.
I think I'm seeing double.
thanks! ^^
The plan is to have both: singleplayer and multiplayer (co-op and versus). Co-op is work-in-progress since version 5, but needs a lot of work still.