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Cat Prisbrey
เข้าร่วมเมื่อ 30 พ.ย. 2014
Server admin, musician (@Bonesinthewalls) and programmer. I build and create nearly everything on Linux Ubuntu Studio. I've recently gotten into game development in the Godot Engine.
VOID RANGER - Teaser Trailer
VOID RANGER is the submission of Cat Prisbrey and Rachel Morgan for the Godot Wild Jam #69.
catprisbrey.itch.io/void-ranger
"Void Ranger" is a 3D survival game set in the vast expanse of space. Players step into the space boots of an astronaut who, after a catastrophic collision, finds herself stranded amidst a sprawling field of floating debris. With the oxygen supply critically low, players must navigate through the perilous wreckage, dodging sharp fragments and unstable satellites, to make it back to the safety of their spacecraft. The game combines intense, real-time action with strategic problem-solving as players choose the quickest yet safest routes through the debris. As the oxygen gauge ticks down, each moment becomes a battle for survival in the eerie silence of the void.
catprisbrey.itch.io/void-ranger
"Void Ranger" is a 3D survival game set in the vast expanse of space. Players step into the space boots of an astronaut who, after a catastrophic collision, finds herself stranded amidst a sprawling field of floating debris. With the oxygen supply critically low, players must navigate through the perilous wreckage, dodging sharp fragments and unstable satellites, to make it back to the safety of their spacecraft. The game combines intense, real-time action with strategic problem-solving as players choose the quickest yet safest routes through the debris. As the oxygen gauge ticks down, each moment becomes a battle for survival in the eerie silence of the void.
มุมมอง: 464
วีดีโอ
Devlog: Rigodotify 2.0 - Animal Retargeting?
มุมมอง 5225 หลายเดือนก่อน
catprisbrey.itch.io/rigodotify Me trying to decide what's the best route to take moving forward on creating a quadruped bone map for easier standardized retargeting and making animation libraries in Godot. Obviously we can transfer animations in Blender, but many folks know already i like making animation libraries that can be passed between models in engine to keep things slim, make faster wor...
Godot 4 Souls-Like Template: Equipment System, Gadgets & Weapons
มุมมอง 3.3K6 หลายเดือนก่อน
03:catprisbrey.itch.io/cats-godot-souls-like-template github.com/catprisbrey/Cats-Godot4-Modular-Souls-like-Template An overview of the EquipmentSystem class in the template. Used for all weapons and gadget handling for both players and enemies. Manages enabling collision detection, moving equipment around spatially, and reacting to targets passing them damage information. 00:00 - Introduction ...
Godot 4 Souls-Like Template: State Machine, Input, & Adding Features
มุมมอง 1.9K6 หลายเดือนก่อน
catprisbrey.itch.io/cats-godot-souls-like-template github.com/catprisbrey/Cats-Godot4-Modular-Souls-like-Template Digging into the main CharacterBody3D's code setup. Seeing it's a basic enum driven state machine, but since node duties are so separate, it's implementation is pretty straight forward. I'll also add a sprint_attack() feature, going through the steps of adding the triggering signal ...
Godot 4 Souls-Like Template: Programming Patterns & Signals
มุมมอง 2.8K6 หลายเดือนก่อน
catprisbrey.itch.io/cats-godot-souls-like-template github.com/catprisbrey/Cats-Godot4-Modular-Souls-like-Template Game Dev Programming ebook by Bob Nystrom: gameprogrammingpatterns.com/observer.html Overview of the template's programming patterns, and the benefits of using signals. Godot is built to work better using the observer pattern and object oriented encapsulation of features and actions...
Godot 4 Souls-Like Template: How to add your own characters & animations
มุมมอง 4.1K6 หลายเดือนก่อน
catprisbrey.itch.io/cats-godot-souls-like-template github.com/catprisbrey/Cats-Godot4-Modular-Souls-like-Template Rigodotify Blender Plugin & feature set: catprisbrey.itch.io/rigodotify How to replace the characters and animations in the template for your own. I'll cover the basic steps and general principles behind animation retargeting in Godot, both with a uniquely rigged character, as well ...
Cat's Godot 4 Souls-Like Template & Asset Pack
มุมมอง 14K6 หลายเดือนก่อน
catprisbrey.itch.io/cats-godot-souls-like-template github.com/catprisbrey/Cats-Godot4-Modular-Souls-like-Template A highly modular, loosely coupled souls-like game template/asset pack for the Godot Engine. It's driven heavily using signals and loose code, and the tree uses an animation library to drive it's animations. This allows you to swap in your own compatible models and animations quickly...
Godot 4 DevLog - SoulsLike template progress, nearly done
มุมมอง 3.3K7 หลายเดือนก่อน
Massive progress these past few days, getting very close to satisfied for at least an initial release to the asset library. The culmination of 6 months of deving, testing it in game jams, finding ways to make it easy to use and easy to add to. ALMOST DONE!
Godot 4 DevLog - Rebuilding the Souls-like as modules
มุมมอง 3.9K7 หลายเดือนก่อน
Long time since an update on this souls-like template for the asset library. A lot of lessons learned while making my game jam game: Mush Roams (atandembike.itch.io/mush-roams). I've shifted the way most everything is done to be modular and decoupled. Various components, animations, reactions etc, all trigger from signals and state changes rather than being called directly by methods (as much a...
Rigodotify - Blender Plugin for easy Rigify to Godot animating
มุมมอง 2.8K8 หลายเดือนก่อน
github.com/catprisbrey/Rigodotify catprisbrey.itch.io/rigodotify Rigodotify is a two pieces of software in one. It's a Rigify feature set and it's a standalone Blender plugin. Rigify is amazing but it's final generated rigs are not game development friendly. My plugin (forked from AlexLemminG/Rigify-To-Unity) adds a Godot human armature to Blender's armature options, in a T pose, with only the ...
Godot 4 - Easy Animation Retargeting In Minutes
มุมมอง 6K11 หลายเดือนก่อน
The workflow, start to finish, passing a Mixamo animation between models. I'll explain the concepts behind what you're doing so you can make your own universally compatible animations to pass between your models. I take some liberties in the explanation, but my intent is to make it easier to understand, so you can troubleshoot issues that come up on your own, and can more easily identify where ...
NLA Editor with a Godot focus
มุมมอง 1Kปีที่แล้ว
A quick video made for a friend coming from Maya, who is making animations in Blender, intended for Godot games. I quickly rig up a Mixamo skeleton using their open source rigging plugin (substance3d.adobe.com/plugins/mixamo-in-blender/). I make a cycle and a one shot, and push them down in Blender's NLA editor. Those two animations would appear in the AnimationPlayer Nodes automatically on imp...
Godot 4 DevLog - Zelda/Soulslike demo, doors, levers, ladders
มุมมอง 2.1Kปีที่แล้ว
Another update, adding logic for doors, ladders, gates, and levers. Not much left to add before it'll be ready. Just needs a bit of sound/music, to flesh out the level layout, and and squash a few bugs.
Godot 4 DevLog - Soulslike controller, perfect parry, boss logic
มุมมอง 2Kปีที่แล้ว
Devlog of the progress for the SoulLike/ZeldaLike Demo for the Godot Asset Library. The intent is reusable code nuggets, and retargetable animation libraries so users can pick the parts they want to borrow from it and use in their own projects. Forgive some of the crude textures and objects, I tried to build as much as possible using only Godot's primitives to save on importing unique models, a...
Godot 4 DevLog - Soulslike / ZeldaLike controller and demo - Nearly done!
มุมมอง 13Kปีที่แล้ว
A fleshed out, modular soulslike i'm working on for the Godot asset library. It's gone from just a controller to a full demo in order to show damage/death, enemy AI, healing, etc. The Melee animation library jam packed with actions can be remapped to any semi-standard skeleton mapped into Godot (and I'll include a few bone maps for some of the more common skeletons). All sorts of cool stuff.
Godot 4 devlog - Souls-like / Zelda-like controller
มุมมอง 2Kปีที่แล้ว
Godot 4 devlog - Souls-like / Zelda-like controller
Elden Ring - Level 1 - Valiant Gargoyles
มุมมอง 1.1Kปีที่แล้ว
Elden Ring - Level 1 - Valiant Gargoyles
Godot 4 Dev Update - Animation libraries, SoulsLike Controller, etc
มุมมอง 2.4Kปีที่แล้ว
Godot 4 Dev Update - Animation libraries, SoulsLike Controller, etc
Elden Ring - Level 1 - Dragonskin Solider (Lake of Rot)
มุมมอง 247ปีที่แล้ว
Elden Ring - Level 1 - Dragonskin Solider (Lake of Rot)
Elden Ring - Level 1 - Morgott the Omen King
มุมมอง 236ปีที่แล้ว
Elden Ring - Level 1 - Morgott the Omen King
Elden Ring - Level 1 - Dragonskin Soldier Nokstella
มุมมอง 890ปีที่แล้ว
Elden Ring - Level 1 - Dragonskin Soldier Nokstella
Godot 4 - Make your own Mixamo animation libraries
มุมมอง 22Kปีที่แล้ว
Godot 4 - Make your own Mixamo animation libraries
Godot 4 - Mixamo Libraries import tutorial (UPDATE)
มุมมอง 6Kปีที่แล้ว
Godot 4 - Mixamo Libraries import tutorial (UPDATE)
my hero
Amazing work!
When I press N nothing comes up
@@crimmerz2000 at what point do I say to press N? It's been a few years since this video, I don't remember what that'd be for
@@catprisbrey sorry I actually meant to edit my comment because I also realised that I didn’t specify. When you went into the action editor and pressed N at 5:15. But I figured it out!
@@crimmerz2000 cool, this video is pretty old, and I have some newer ones on retargeting that are more useful and cover a lot of the common problems and issues
this looks awesome but I'm too much of a noob to do anything of this. :D
Thank you for these man, people like you is what makes learning how to make games fun!
Holy mother of Godot, I'd buy you a drink if I could! ... just like some others in the comments, I too have been running into continuous roadblocks on retargeting Mixamo (+VRoid) to Godot, and I don't think this explanation could be any clearer. (I'd like to add that so many other tutorials with plugin dependencies tend to fall apart due to deprecations or disparity/changes in software. I want to believe this is a more long-term supported workflow.) I also just noticed that some of your other videos provide inspiring notes, and I hope you'll continue to show/share more of your projects because you've got this one follower! 💙
@@AC-fi8ge glad you found it useful! It's not too bad once you know what you're trying to do, and why. I'm sure I'll post more videos eventually. Happy deving!
this is amazing advice and i will be stealing lots of it, but i emplore you to look into root motion, which is super useful for attack animations, and can even be used for ALL motion using blends to great effect. that being said, typically all motion except for running, jumping, and dodging are done with root motion. also, you can call functions in the animationplayer, meaning you could emit signals for certain points in the animation
@@ygypt this is an old video it's all root motion now it latest versions And I'm well aware of calling actions out of the animation player. But avoid that in this template, because then I'd have to hard code those in, and if you swapped animations to one with a different name that didn't have that call action in it, it would break the logic of the code. I wrote it this poor way here, so that the template would be more flexible for anybody to swap in any animations they want and have everything keep working
@@ygypt in general I should add, I hate this template, and once newer versions of Godot come out, I plan to rewrite a bunch of it even further. In my attempts to give the public what they wanted, it ended up being way bogged down and clunky as hell. I hate that, so I expect to strip out features and reduce it, and clean things up based off of lessons I've learned in more recent games
@@catprisbrey i am very excited for the upcoming traits PR in godot because then calling functions or getting properties from other objects wouldn't be so daunting because you could interface with their traits. ive been developing a soulsborne template of my own and the biggest hurlde ive come across is developing a dynamic way to spawn and destroy hitboxes using animations, as opposed to just enabling/disabling a permenant hitbox on a weapon object. for animation-based combat-heavy games like fighting games and soulslikes, this seems to be a really big roadblock in godot have u ever tinkered with dynamically spawned hitboxes, and if so what tricks did you use?
@@ygypt haha I e been tinkering with those just the past few days haven't had consistent success yet. Too much failed detection to be useful in production currently.
@@catprisbrey theres a feature in godot that seems to be unfortunately broken right now and that is controlling one animationplayer with another animationplayer. imo you shouldnt be playing around with the animationplayer that lies inside your .glb, and instead running an animationplayer just under the scene root that calls the built in anims and stacks the "spawn_hitbox()" method or watever onto another track this would create a nice seperation between the imported bone deformation anims and the weapon-specific animations that modify other properties... if it actually functioned. for some reason the animations gets all tripped up and snap from one pose to another :/
this is very inspiring. kudos man
you dont need to make a separate animation library for each animation, you can export the animations with the bonemap in separate files, then have a library and put all those animations in that library.
@@zendraw3468 indeed, that's not what I'm doing here though. The final animation libraries are as big as you want (mine on Godot are usually hundreds long). Unless you are referring to how I prep and organize on the NLA I like to do cleanup so all the names are perfect on the blender side beforehand, and using the NLA to manage them all makes it easier to cut and splice and pull various sections to make new animations. There are faster methods to just get into Godot, but I find my workflow is gives a lot of versatility when animating
@@catprisbrey i mean, you make an animation library with 1 animation in it. and name it Idle. go to 6:26 the thing named [Global] is the animation library, it can contain as meny animations as you want, that is not the animation. also, its best if you export the animations from the rigs. when you open import settings for a .glb select an animation and on the right look at the section Save to File and set it to enable, and select where the animation to be saved, just make sure the .glb uses the correct bonemap. now you have the animations in a folder for easy use
@zendraw3468 indeed for one offs its silly of me to do a whole library, it just complicates things. But the save to file to separate the animations, intentionally don't do that. I like to build animation trees around certain libraries, so I want the library to consistently contain all the animations needed to drive it. I could do separated and then make them a lib after but that just adds a step to my workflow. So it's a great feature, I agree and a valid method, it's just not my preference for my workflow needs
@@catprisbrey the problem with your workflow of not exporting the animations is, if you want to edit an animation, you will have to reimport all animations and re-add them to a library and so on. complicating your life. when you make updates, it has to affect only the part that needs to be updated, so things have to be detatched.
@@zendraw3468 after trying both, I exporting full libraries is significantly faster for my needs. Glad you found what works for you though
There is too much unnecessary stuff and nothing is clear; it is simply impossible to properly substitute this project for your project.
Agreed, I hate this template. But no reason to fix and clean until 4.3 stable is out unfortunately. Changes significant enough that it's best just to wait before I overhaul. But you're not wrong. I look over this template and face palm at a lot of my old methods
This is golden. I wasted whole day trying to retarget mixamo animations to VRoid character with bunch of blender addons and still didn't managed it. But thanks god I found this video. 5 min and done, didn't even had to change any bone setup, godot so awesome auto detected all bones from mixamo and from vroid and now my vroid character have all my mixamo animations.
@@SuzukaTheBest so glad it helped you out! Yeah, Godot is amazing!
Any tips on replacing the skeleton used with ones own and replacing the animations without breaking anything?
@@GorblinRat You just map your skeleton, and add the animation libraries to it. as long as your skeleton is the game dev standard, (The same skeleton Maximo, unreal, Unity, Godot, and all sorts of other places use) Then the animation libraries will work on your skeleton too once you map it in Godot
@@GorblinRat The animation tree isn't looking for your model. Specifically, it's looking for the animation libraries. So if you add those animation libraries, don't rename them, then the animation tree logic will still work too
@@catprisbrey Awesome, thanks!
@@catprisbrey I am actually using my own rig so that's why I was wondering
F in chat to the people who didn't find this
so fucking true
How to you do the footstep sounds? I "solve" this in Godot attaching the footstep sound into the animation tree, animations, "move/run". But I can't chance of the pitch scale of this sound in script.
@@victorgustavo4366 a very short raycast on the feet, that emits a signal to play a sound every time the cast collides with the ground or ladder This project is complete and able to download for free on itch io. Feel free to download and see how i do all of it.
@@catprisbrey Yes, I've founded and works fine! Wow man, thanks so much.
@@victorgustavo4366 it's got some bugs I need to swing back around to fix, but still, hope it's handy. It snot perfect, but it's got some interesting code snippets and ideas to borrow from
@@catprisbrey I'm very astonish about your project. I've started study game developer was one mounth, and keep fighting to do simple operations. Now, I going to take your project as model. I think change the Godot for Unity, for example, because I had suffered a lot to make a simple 3D game (player, mob IA, animations etc). Hugs from Brazil! (I try write in english without translation!)
the documentation of Godot is outdated. The official file "make your fist 3D game" does not work. And has few content about this engine in comparison Unity and Unreal
Hmm, this works for me until about 10:00 - I can't seem to apply the rig to my models. Using Load (Quick Load never seems to show anything). One to try again tomorrow :) *edit worked it out, I saved a corrupted version of the Mixamo Bonemap :D It still doesn't seem to successfully replace the bone rig in my characters, but I'll get that worked out.
@@Warlock_UK Consider watching some of my newer retargeting videos that go into better detail. Most the time the issue is not mapping your model correctly, assuming that a bone map is correct when it's not. The mixmamo bone map I used to supply with confidence I've found to be hot or miss, depending on the Mixamo model. Really your best off just mapping your specific skeleton yourself, and saving your own bone map file rather than trust this one
@@catprisbrey Ah, thanks for that - I'll check some of them out tomorrow! As a plan B I could always upload one of the characters I have to mixamo, get the anims for that and then make a library the way this tutorial shows; that would probably be a secondary method :)
@@Warlock_UK indeed, you don't need a standard skeleton to make a library, a library can be for any skeleton... But if you can make your skeleton retargetted to the standard, then any standard skeleton libraries you find will be compatible. So big benefits to finding a way to make them standard. Consider checking out my other project. Rigodotify. It extends blenders built in Rigify tool, giving it a standard skeleton, helping you avoid some of the headache that comes with trying to rig a standard. It's also a feature set, that gives you rigs already in t-pose not a-pose. You'll find videos for that on my channel too, all of it free. And it all definitely works, I use it every single day.
RLVL1: Dung Eater summon, Uchigatana with Sacred Blade Ritual Sword Talisman, Radagon's Soreseal, Sacred Scorpion Charm, Two Fingers Heirloom. Cerulean Tear for Physick flask. Immediately summon dung eater, help him out from a safe distance by shooting Sacred Blade on the ghostly sword fighters until they're dead. Pop off one dragon rot breath on Commander Niall, let Dung Eater take the brunt of his attacks, and spam high-damaging sacred blade beams from a distance. Took him out on my first try. He's super simple.
If you are not seeing any animations playing on model B, trying saving the animation file from model A with a .tres extension. For some reason in Godot 4.22, using a .res extension caused the imported animations to not use the generic bonemap names. In other words, the imported animations exported from model A were using the actual bone names from the armature of model A instead of the names from the bonemap. I will submit a bug report to the Godot devs.
This doesn't seem to work anymore. No errors in the output window but the character remains in the T-pose no matter which animation I attempt to play. The names of the bones do seem to match with the mixamo bone map that I pulled from Github but nothing happens. I should mention that I used Mixamo to rig and animate a custom character that I created and I used the animations from that character. Next I downloaded one of their stock models in the T-pose and tried to use the animation library create in Godot. It shouldn't matter though since Mixamo rigged both characters.
Update: I believe I found the issue. My first model had bones named such as mixamorig_Hips and the second one named them like mixamorig1_Hips. No idea why they are different but it explains why trying to reuse the animation lib failed.
@@Skiggles I still use this/similar workflow almost daily, it still works. Are you certain you mapped properly or Maximo skeleton into Godot? Don't trust the bone map, it's inconsistent, make your own by selecting each of your eczema bones in the mapping process. You may want to watch my other More recent retargeting videos where I showed that a bit more step by step
@@Skiggles ah perfect, glad you found it. Yeah mix samo is a bit inconsistent with some other skeletons I found on some of the t-po's models. I don't know why. But basically if you don't trust the bone map, and double check the skeleton, you'll be in good shape
@@catprisbrey thanks for the reply. My comment on your other video was the problem here as well. I filed a bug report with the Godot devs.
@@Skiggles cool cool, glad to hear you got it working and found the bugs.
4:09 I'm confused how you have Mixamo bones on your character? If you already have it rigged for Mixamo, then this seems like a lot of extra effort for very little reward? It seems the animations aren't universally compatible, only with pre-rigged mixamo models?
@@skulltrick I don't like mixamo, I don't like the rig, but their skeleton is the universal Game Dev standard skeleton. You may be getting caught up on semantics of my phrasing. I prefer to use a tool called Rigodotify, which uses blenders rigify tools, but under a Game Dev skeleton rather than the unique Rigify one. The handy part of using a tool like rigodotify, or mixamo, or even custom making your own skeleton, but one that follows the standards of the typical Game Dev skeleton, it means that you can share animations across any model you find that uses the standard skeleton. Doesn't matter if it comes from stinty, Adobe, one you homemade, some free assets you found online etc. etc. Doesn't matter. You can retarget in Godot, and share all those animations across any models you come across. I generally assume a lot of indie devs are starting off with just the mixmamo rigger, and so I regularly reference that while I talk about animations in my tutorials. But I could say instead of Maximo, the unity skeleton, or the unreal skeleton, or whatever else. It's all on the same skeleton. So all this may seem like little reward from a glance. But for example, if you look through my GitHub, I have a repository of just animations libraries. So if your model has the standard game Dev skeleton, the one from Unity, stinty, Maximo, rigidoify, whatever, you can load my libraries and give any one of your models about 300 animations in a couple clicks. So it's a tiny bit of tedium to make sure your skeleton's good, but the reward can be supplying yourself with tons of universally compatible animations
Where masoy coment
?
Very excited to use this! thank you! Question: Will squash and stretch still work? and will they export ok? I'm looking for a fast solution for squash and stretch in Godot and I think this is my best hope.
I can't speak well for squash and stretch because i hate both and never use them. haha. By default i have the UI set the Rigidotify joint sliders to 0.0 on stretch for arms and legs to prevent them stretching. You'll want to slide them back up to 1. (it's just Rigify UI for those joint stretch slider stuff, my tool doesn't change too much there at all, it's still 95% Rigify, so that means you can use their tutorials and guides for more info, and not just asking me. Basically if it works for Rigifiy it should work for this too.) That said, I know in Godot i've had some odd issues with stretch the few times i've used it. The joints stretched but i found the look of them in blender didn't match how it looked in Godot. But that has nothing to do with this tool or really any rig, i think it's just a Godot thing.
@@catprisbrey Thanks for that info. looks like it's time fo me to experiment!
@@p-planet-rn1ci For sure, and definitely dig into forums or info about Rigify if you find they don't work. Rigodotify REALLY doesn't do much on it's own as far as the rig or animations themselves go. It's basicly just some custom skeletons, and then a button that renames and reparents some bones, and then rearranges those bones' constraints. So if you find stretch and squish aren't working, it's not likely going to be something special about Rigodotify at all, and much more likely something related to Rigify itself, or even just how Blender vs Godot manage stretch and squich. Like if they're shape keys and not animation keys or something odd like that...? who knows, best of luck! I'm here if you need me.
I am going to make a game, based on this, thanks cat. You don't care if someone subscribes to you huh, hmm, well I subscribed anyway HAHA!!
Cool cool, be sure to share anything cool you make with the template. I'd like to see what folks make with it out in the wild, even if they only borrowed some chunks and pieces.
I'm currently trying to apply my own animations to the player character (in place of the placeholders) and I am running into a strange problem where my character simply stops moving. For example, when switch the placeholder run forward animation for my own run animation, the character runs in place but does not actually move. Could you have any idea why this would be occuring?
Root motion. The new template version 2 uses root motion to drive the characters movement. You'll either need to add root motion to that animation, or use the more complicated version 1 of this template, which is the non-root motion version (Both releases are on GitHub)
@@catprisbrey After 10 hours of painful troubleshooting, I managed to solve the issue! Your advice helped guide me onto the correct path (and helped me solve other problems), thanks!
@@literallythewizard2793 10 hours?! Yikes, just reach out more when you need help. My template's supposed to make things easier. Not harder!
Thank you very much, I'll be trying this.
To note, I am no coder, I am only a decent music writer, but I have plenty of ideas. This one being about a robot attempting to purge a virus ridden chip, literally just a rehash of Diablo 1 to be honest. Blizzard long ago canceled a Diablo 1 remake in a Souls style, and I've long lamented that. Visually, I'll be leaning ultra low poly, literally 1993 Star Fox. This hopefully also makes the game very accessable, hardware requirements wise.
3d minimaps?
I'm not sure what you're referring to. Are you asking for the addition of mini maps? Not very soulslike to have a map. I'm working on a stealth controller ala Metal Gear, and I may add a minimap to that one similar to the soliton radar of MG1
@@catprisbrey i have 0 idea how to do prime minimaps... what you have works for what i need somewhat i was asking if its an idea that you know how to do (because ive been stuck on it for a few years and am not the only one who prob wants this feature
@@AshironDerigarStudios I'm afraid I don't know what you mean by prime minimaps. I thought meant like an in-game, miniature map, but that doesn't sound like what you're meaning. Describe to me fully what you need so i can understand better and perhaps make something to help.
@@catprisbrey most metroidvanias whether its hollow knight or super metroid have a map feature that you can see what rooms exist and what is where this is a 3d project. Therefore im looking for having maps in 3 dimensions, exactly like fallen order and metroid prime do it. So you can essentially see what locations are where through a menu as well as having a smaller version that shows the current room in the corner of the screen. Ie it would show level geometry based on the players position and would use a much more low poly version of the room as well as maybe even a square for the player to show where the player is in that room
@@AshironDerigarStudios if it were me, as a one man dev studio, I'd probably not do perfectly scale minimap with the exactly location accurate in a 3D map. Instead of probably make a mini mock version of the world, low poly, basic blocks representing each room. When the player enters a room, an area 3D detects the player entered the room, and on the mini map, updates a blip to be in that room shape on the map. Simple as that really. Just make it a scene you can show and hide when you hit pause. And blam! You're done. If you want a full scale one, then I'd say make a scale mini model of your world/rooms, literally 1/10th the size of the real rooms. Grab your players global position on a timer or something every second to update the map variable of global_posittion *.1. Now you have a 1/10th scale location stored to move your map blip on a 1/10th scale map... This is a LOT more work. Last option, the soliton radar style like metal gear. Add a small viewport to your players ui, fed by a camera 3D placed high in the sky, with a field of view to show as much map as you like. Shift the rendering of the mini to wireframe. BLAM, you're done. Real-time minimap
lets add cow ! 😄 , pls upload more videos !
Haha, thought a cow is just a stout, fat horse! I'll make some more soon, I've been overhauling a lot of my repos lately, I'm sure folks would appreciate an update of the new features
@@catprisbrey i just try rig my character ( biped ), and it seems i couldn't use the auto weight. how to manually weight paint my character ? i mean , when try to weight paint i couldn't see the deform bones.
@@nue_hazel auto weight works fine, it's just rigify at the base. It's how I start all of my rigs too. But there are several things which can get in the way. First, don't parent your mesh to the rig, and generate auto weights until AFTER you've clicked the "convert to rigodotify rig" button. Several bones and moved and renamed so it'll break the old weights and vertex groups of you do it before. Also, double check you don't have multiple Armature modifiers on your model. If you've added and removed a few rigs, sometimes blender doesn't remove the former, unused Armature modifier. They'll have red text if that's the case, delete them for each mesh on your model, and then try again parenting with auto weights.
@@nue_hazel as for how to manually weight paint. It's the same as rigify: select your model, change to weight paint mode, select a vertex group, and then paint your mesh. Note: Rigodotify is a blender 4.x tool. It is not built for 3.x and will not work. It is not compatible. Blender overhauled way too many things between 3 to 4. So if you're not using the latest blender, that's probably your problem.
i want to see a giga chad soulslike😂. Amazing work you made Cat.
Cool
thanks but what if everything is animated already :( is there a way to not miss the rig? cuz i tried it and it missed things up as it was all done previously and after putting it in Godot i realized how missed up rigify is lol
So you are you saying you have a rigify rig that is already animated, and now you want to convert that to a rigidonify rig? But keep the animations you had from the previous rig? Unfortunate. You're having the sad experience that I had as well, that led me to want to make rigodotify. It's very frustrating to spend a bunch of time making animations with rigify only to find out you can't easily reuse them, and the skeleton structure is garbage for Game Dev. Unfortunately, you can't preserve the animations across the two rig types. There are some hacky ways to try to recreate the animation keyframes, but it's still going to be pretty manual and it'll be using some tools like ExPy or something. The rigify rig and skeleton is significantly different in structure to the rigodotify/gamedev rig and skeleton. For example, rigify uses two bones for almost every body part rather than a single bone like you'd expect. So transferring animations across the rigs is very difficult since they're so significantly different. A rigify motion of an arm is moving double the bones that are rigidoify skeleton is moving. So unfortunately, animations won't know where to assign that extra information to, etc. so yeah short version is animations made in rigify will not carry over to rigidoify, it's not a one-to-one match. To ease the burden a little, you can look at my other repositories, I have one with free Godot animation library files that you can give any miximo, Rigodotify, or standard Game Dev skeleton, and it will give them instantly a good 100 or so animations to work with
whereis archer, zombie etc libraries?
Those are Mixamo animations.
4.2.2 cant run animation. idk whats wrong
oh just was need reimport model and re insert in scene
import bone map failed: scene/resources/resource_format_text.cpp:1620 - res://resources/animations/Mixamo BoneMap.tres:7 - Parse Error: Expected '[' scene/resources/resource_format_text.cpp:1576 - res://resources/bone_maps/Mixamo BoneMap.tres:7 - Parse Error: Expected '[' scene/resources/resource_format_text.cpp:1576 - res://resources/bone_maps/Mixamo BoneMap.tres:7 - Parse Error: Expected '[' scene/resources/resource_format_text.cpp:1538 - res://resources/bone_maps/Mixamo BoneMap.tres:7 - Parse Error: Expected '['
everyone out here appreciating the (good) information, no one here with me dying at "succion"
Typos, I'm also a spanish speaker which messes with my spelling sometimes. "suction" = "succión"
@@catprisbrey ah my apologies I don't mean to laugh at your typos, I read it as "succion" as in "the succ" lol
@@catprisbrey appreciate the insight here and also your anim library videos have been very helpful. hope you didn't take offense!
Where did you get the skunk model?
I made him in blender
I hate to ask as you have already given so much great help. But I was wondering how you got the rig to fit the smaller model. I have tried resizing and manipulating the bones before adding the rig but when I import to godot the rig is back to standard size and my model goes crazy.@@catprisbrey
@@logicalchaos5274 sounds like you're forgetting to apply all transforms after adjusting your meta rig. So your steps should be: Add a meta rig of your preference. Edit mode, and adjust the bones to match your model. Object mode, Ctrl+A, "apply all transforms" Convert metarig with Rigify rig button Convert with rigodotify button You're done!
@@catprisbrey namaste sensei
Hello bro why does this message appear on my Android ALERT! OpenXR was requested but failed to start. Please check if your HMD is connected. When using Windows MR please note that WMR only has DirectX support, make sure SteamVR is your default OpenXR runtime. Godot will start in normal mode
Can this not be run in Android Godot?
@@Xyzzhrjjrj who knows. Game devving in any legitimate way on an Android seems like a bad idea to be honest. I assumed you were asking esrlier if the exported game would run on an Android. To that I'd say "yes", the exported game would. But would this project file run on the android editor. To that I'd say, "don't bother trying, it's not worth the effort" The android editor is more of a proof of concept and a quick testing tool. It's not really intended for coding bigger projects, especially editing something for 3D.
Yes, I understand @catprisbrey
Hi there, I am currently using rigify and animated a standing and a crouching animation. When blending between those two in blendspace node in godot, they actually go through the ground. Same happens in a blendspace2D when I additionally add left turn and right turn animations, but worse. Do you have an idea or a suggestion? I tried previewing blending animations in the NLA-Tool in blender but there, they seem fine (propably because constraints are still working?).
Using Rigify or RIgodotify? if Rigify, then yeah. Lots of issues with their skeleton for using it in game dev. It's really not ready for work properly. If using Rigodotify, then i'm unsure where you're problem may lie. Going through the ground sounds like perhaps you have some different rotations going on that is making them interpolate incorrectly. For example, if in one your root bone is at -180 on some rotation on the left animation, and then mirrored on the right animation 180, it's going to try to interpolate between those two, making your bones fly through the body / floor strangely for that blend. This is an issue not just in Godot but anytime you're animating, certain rotations and have to be taken very carefully with several keyframes to help baby one transform, into the new one without weird paths being taken by the bones through the body. Sounds like your left and right side, or your strafing to courching animations aren't considering where the bones may be, or perhaps have mirrored root bones or something, so that when it blends between thoughts they go CRAZY passing the bones through the floor to flip the whole model 360 degrees. So event hough in Blender it looks perfect, one is at rotation -360, and one is at 360, and so when Godot blends them, it interpolates a full 360 rotation in that blend time.
@@catprisbrey Thanks a lot for the insight! The issues I described were with rigify. Ill try out rigogotify next and will take extra care with rotations. 🙏
@@Pruegelkram rigodotifyis based off rigify, It's a few extra game-focused tpose rigs, and a button to remove extra bones and rearrange some constraints. If you plan to do animation retargeting or mix and match Mixamo animations with your own, then it's really handy, but it's not far enough from Rigify to magically solve animation problems. You'll still need to be careful doing too big of transformation changes across too few keyframes. I believe the channel RoyalSkies here on TH-cam has some great rotation animation videos that could be helpful to watch
@@catprisbrey Thanks for the recommendation, I will look up the channel. It really might be the lack of keyframes. I basically try to blend between poses, the animations for standing, crouching are just stills from first to last key. I wanted to blend between those "poses" and set the blend value dynamically, so that the character crouches going uphill and stands more straight going downhill. If I animate the transition between standing and crouching it looks nice but also it would look not interesting at all.
@@Pruegelkram sounds like using something like a 'blend2' node with bone filtering only to blend the tip half of the body could give you what you want? For uphill and downhill you leave the legs the same but then blend2 the top half, or the other way around, shift the bottom halves animations, but filter to leave the top half as it was. This is all a rabbit hole too. Depending on your project's level of realism, some of this stuff can be a big waste of time, that you spend hundreds of hours nailing down perfect, but that players won't care about or notice. Got to keep it in balance
great job
Bro, why is there a writing ALERT! OpenXR was requested but failed to start. Please check if your HMD is connected. When using Windows MR please note that WMR only has DirectX support, make sure SteamVR is your default OpenXR runtime. Godot will start in normal mode. OT
No idea, I haven't touched it in months. Nothing has changed. Did these errors start after a recent Godot update? Is this happening on 4.2?
Yes@@catprisbrey
@@KyraElite Strange, must be your setup somehow. I just downlaoded the project fresh from github, and opened straight into Godot 4.2. Runs perfect, no issues, nothing missing. It re-imports all the files of course, but nothing is broken or missing.
I also feel what you are experiencing @KyraElite
@@Xyzzhrjjrj again, I tested it today in a normal PC. Works great. No errors. I'm not sure what you guys are doing different, or how you are running it that makes it not work. If you're both trying to run it on the Android editor, don't. Use a computer.
Thanks for sharing this. Im going to try this out. Ive been having problems with my rigs not merging during my locomotion crouch strafing animations for godot. Lol the legs start breakdancing and all that fun jazz
I love this tool, it's all I use now. Some of your blend woes could also be animation tree related.I find some nodes to be better at transitioning bigger changes than others. Like, the Transition node can be worse than a BlendSpace1D for some changes, I don't know why but inconsistently get worse blends from it..It's all worth experimenting to see what works best for you of course
May I ask. Can this be changed to control the cellphone?
It's a lot of buttons currently, you'd want to simplify it significantly for cell phone or else you'd have WAAAAY to many buttons on the screen. If you're asking about performance, it's probably run fine. Nothing crazy complex is happening here, but it could be simpler and improved. Making a real level from larger meshes rather than a GridMap for example
@@catprisbreywhy do so many errors occur?
@@catprisbreythere are a lot of (tscn) things that are broken, that's why
@@mobazen7497 wasn't that way when I published it. I'll have to take a look. What sort of tscn errors specifically?
@@catprisbreyit says some files were not found. and select method, repair, force open and exit
looks like some good stuff
We got 1st place for Audio, and 4th in Graphics for this game jam
A inventory system like in elden ring would be nice to have, amazing template btw.
Honestly, I feel like I've already made too many things already for it, and it's forced the entire template into too specific of a type of game and management systems. Like I wanted it to be very modular, but as I've used this template from my own projects, it ends up being a pain to rip out the sections that I don't need for the new games. It's just too bloated already. I plan to come back around this template soon to fix some things that could be done better. But I'm afraid an inventory system is not part of it. It's just too game specific and fluctuates too much from game to game.
Wow, that's a lot of magic. But I really like the trick of hiding in a niche when he starts rolling. Thanks for this video!
My playthrough is a whole lotta cheese 🧀
To people who make their own animations/rigs - You can just save your animations to seperate file, then in import settings load that file as animation library which can be loaded in animation player, that way you have 100% control over the process instead of hoping for good results :3
@@Mushele You may have missed the point of the video? Or perhaps I misunderstand the intent of the comment? Making your own rigs or not, this is the process to be able to apply other folks animation libraries to your custom rigs as well. It's also the process to make your custom rig compatible to other people's skeletons if you want to give your animations away (or sell ready-to-use Godot compatible animation libraries/packs).
I'm trying to find where I would make changes to the actual control inputs. One of the simpler edits I want to make is exchanging the functions of L1 and O/B (east face button). I've been going over these videos again and I'm not sure what I'm missing.
The input section of the player controller script is where it all is. Func _input(event): If event.is_button_pressed("name of button"): Some_actions() And those buttons names and bindings are set in the editor like normal. Nothing nonstandard here as far as that goes.
@@catprisbrey Thank you! Again, I can't thank you enough for all your work and being available for questions. I'm behind where I wanted to be right now, but I'm still shooting for a working demo by next May.
@@darkstarmike85 cool cool. I'll likely be posting a simplified more flexible root motion controller for folks here soon too so... That'll be nice. Root motion is better. Period. For all of this sort of stuff
@@catprisbrey Good to know!
Where and when do you detect if you are on a floor, falling or sliding and that kind of stuf?
In the anim tree advanced expressions. All in the tree GUI and animation tree script
@@catprisbrey I meant, in what order? Do you detect if your on a floor, falling, ...... before running the change state function. I mean before you can change your state you first want to know if that state is actually possible. You can't change to state.LADDER when you are falling so you first want to know that, right? Can you tell it bit more about how this works please? I also want to change my character controller to work with a state machine so I like to know a bit more how this works and how you did it.
@@jovlem state aren't used for on floor etc, I don't drive the animations with code based travel/change of states as much as possible. The animation tree uses advanced conditions like a flowchart. The pathways between animations open and close if certain conditions are true. So to find out what state is checked first etc, just look at the state trees transitions. You'll see things like there's no way for the ladder animations to start playing an on-floor idle loop because there's just no connection to get there that isn't blocked by some condition. My actual States for the character are pretty limited. Free, dead, ladder, attacking, static action, dynamic action. I don't try to break it down into super sub States as much as I can. There are a few, like free but strafing. But it's hard to answer your question because it feels like you're assuming I'm driving State changes in a way that I'm not.
Finally, a video that explains this topic🙏 Thank you so much, it works like a charm!
Glad you found it useful
From a high level view, it's seems like it's basically a clone of Mecanim from Unity. Awesome job. Can't wait to check it out. Thanks for the video!
Yeah, as I understand, Godot isn't doing anything crazy different than other engines or software used for retargeting.
Really helpful!!!
invalid animationLibray file please help
Not enough information to help.