How are you treating the gun itself? Is it like a full node that has "sub-nodes" autogenerated after a blender import? I am trying to learn how to handle weapons and their properties/animations, and was curious to learn a little more, maybe you can help out =)
Happy to try to help! In blender, I have one primary gun node, and the different parts I'll want to move later are child objects. If you connect blender to Godot directly, you can import the .blend file and it'll make child nodes that you can modify after you save it as a new scene I think. Within Godot's scene tree, you can make imported children visible and in script, you can access the children of the gun node
Yo these animation are coming together nicely! But maybe you could do some longer videos, like your progress of 2 weeks in one single video. I think this would also attract a bigger audience
I've been grappling with that. I like the daily updates. Breaking up work and explaining what I've worked on while it's fresh, but I understand why a larger video less frequently would be more attractive.
I don't think it's a healthy process to spend this much time on animations etc. when you don't even have like a prototype of an actual, fun gameplay people would be into. Best of luck though.
@@Paul-qk3wr they are nice to look at a couple of times. But they are not fun defining. Unless it's a gun simulator of some sort or the audience is people who are into gun animations. If it's a regular shooter, people will often ignore it after the initial first impression. And on the scale of impressiveness, you'd have to make it as good as CoD does.
Let me guess, he shouldn't bother "re-inventing the wheel", right? God, you people are the reason video games, both AAA and indie, have stagnated for the past 2 decades. Let the man cook!
@@user-og6hl6lv7p if you really think both AAA and especially INDIE stagnated for past 2 decades, your opinion doesn't matter and the only thing it shows is your lack of basic knowledge. I have about 500 indie games bought and ready to play this year and just a handful of them would be enough for anyone to understand what you said is utter nonsense. Innovations aside (too many to name), videogame industry is already much bigger than the movie industry for a good reason. Regarding OP's project - it's not about re-inventing the wheel, it's about people really won't care about reload animations as much as actual gameplay, leaving the developer disappointed and perhaps lacking funds for more ambitious projects.
I understand the concern. I'm treating this like school in a way. Trying to leverage my interest in particular cool concepts to learn more about code and engines and 3d modeling and such. I totally agree that if I was someone who knew the ins and outs of game dev, trying to gray-box out a fun concept for a game that animations are not the first priority.
got a discord ?
How are you treating the gun itself? Is it like a full node that has "sub-nodes" autogenerated after a blender import? I am trying to learn how to handle weapons and their properties/animations, and was curious to learn a little more, maybe you can help out =)
Happy to try to help!
In blender, I have one primary gun node, and the different parts I'll want to move later are child objects. If you connect blender to Godot directly, you can import the .blend file and it'll make child nodes that you can modify after you save it as a new scene I think.
Within Godot's scene tree, you can make imported children visible and in script, you can access the children of the gun node
Yo these animation are coming together nicely! But maybe you could do some longer videos, like your progress of 2 weeks in one single video. I think this would also attract a bigger audience
I've been grappling with that. I like the daily updates. Breaking up work and explaining what I've worked on while it's fresh, but I understand why a larger video less frequently would be more attractive.
@@CompulsiveSimulation Good to know and keep up the great work! (:
I don't think it's a healthy process to spend this much time on animations etc. when you don't even have like a prototype of an actual, fun gameplay people would be into. Best of luck though.
@@Paul-qk3wr they are nice to look at a couple of times. But they are not fun defining. Unless it's a gun simulator of some sort or the audience is people who are into gun animations. If it's a regular shooter, people will often ignore it after the initial first impression. And on the scale of impressiveness, you'd have to make it as good as CoD does.
The dude is building a procedural animation system which is cool as hell. Its the healthiest thing one can spend their time on.
Let me guess, he shouldn't bother "re-inventing the wheel", right? God, you people are the reason video games, both AAA and indie, have stagnated for the past 2 decades. Let the man cook!
@@user-og6hl6lv7p if you really think both AAA and especially INDIE stagnated for past 2 decades, your opinion doesn't matter and the only thing it shows is your lack of basic knowledge. I have about 500 indie games bought and ready to play this year and just a handful of them would be enough for anyone to understand what you said is utter nonsense. Innovations aside (too many to name), videogame industry is already much bigger than the movie industry for a good reason. Regarding OP's project - it's not about re-inventing the wheel, it's about people really won't care about reload animations as much as actual gameplay, leaving the developer disappointed and perhaps lacking funds for more ambitious projects.
I understand the concern. I'm treating this like school in a way. Trying to leverage my interest in particular cool concepts to learn more about code and engines and 3d modeling and such. I totally agree that if I was someone who knew the ins and outs of game dev, trying to gray-box out a fun concept for a game that animations are not the first priority.