![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
6:18pm - Last night and today I've been doing some research on Procedural Animation. It's something I looked at before but didn't investigate fully at the time. I've been thinking that it would be both useful and a real feather in my cap to implement Overgrowth style procedural animation in Godot. I don't know if it'll work or not, but Godot does have a Skeleton node that I may be able to use for this.
As an experiment, I'm going to have to find a model with a skeleton. It turns out that the 3D Mannequin from GDQuest was modelled and animated in a particularly odd way, and so it won't work for what I want to do. As an alternative I'm going to investigate the 3D Godot Robot from the Godot 3D Shooter Demo.
6:44pm - I've downloaded the Third Person Shooter Demo and I'm looking at the structure and code for the player to see how it worked, and it's looking good. The Godot robot-boy has a skeleton and bones. When I'm done looking at how it's put together, I'll try to export it to a seperate project to do my own animation experiments in.
It's an interesting point that this project has a TON of errors in it, all in the C++ underlayer, and despite them the project compiles and runs fine.
6:51pm - The way the code in the Player script interacts with the AnimationTree node is like nothing I've seen in Godot. It references the properties in the visual scripting of the AnimationTree by using the node itself like a dictionary. I kind've wonder if you can just do that for any node, or just AnimationTrees...
6:58pm - Oh here's a thing I don't know. What the heck is a .glb? Let me look it up...
It looks like it's a glTF binary file exported from (probably) Blender.
7:13pm - Yeah it's the model and bones, and the textures are seperate. I'll see if I can export the player from the project it's in and strip away everything but the model and textures.
7:35pm - Well I was able to pull out the model and textures and all that and put them in a new project, but it looks like the animations are baked into the .glb too, and not just the bones and model.
I'll take another look at this later. I want to take a break.
11:35pm - Time passed and it doesn't look like I'm going to get any more work done today. Oh well!
As an experiment, I'm going to have to find a model with a skeleton. It turns out that the 3D Mannequin from GDQuest was modelled and animated in a particularly odd way, and so it won't work for what I want to do. As an alternative I'm going to investigate the 3D Godot Robot from the Godot 3D Shooter Demo.
6:44pm - I've downloaded the Third Person Shooter Demo and I'm looking at the structure and code for the player to see how it worked, and it's looking good. The Godot robot-boy has a skeleton and bones. When I'm done looking at how it's put together, I'll try to export it to a seperate project to do my own animation experiments in.
It's an interesting point that this project has a TON of errors in it, all in the C++ underlayer, and despite them the project compiles and runs fine.
6:51pm - The way the code in the Player script interacts with the AnimationTree node is like nothing I've seen in Godot. It references the properties in the visual scripting of the AnimationTree by using the node itself like a dictionary. I kind've wonder if you can just do that for any node, or just AnimationTrees...
6:58pm - Oh here's a thing I don't know. What the heck is a .glb? Let me look it up...
It looks like it's a glTF binary file exported from (probably) Blender.
7:13pm - Yeah it's the model and bones, and the textures are seperate. I'll see if I can export the player from the project it's in and strip away everything but the model and textures.
7:35pm - Well I was able to pull out the model and textures and all that and put them in a new project, but it looks like the animations are baked into the .glb too, and not just the bones and model.
I'll take another look at this later. I want to take a break.
11:35pm - Time passed and it doesn't look like I'm going to get any more work done today. Oh well!