Sam Clemens would be proud. Looks formidable.
Happy so far w an ECM (sister company) Mechanika. Very similar looking build and materials.
You’ve got more knobs to twiddle it looks like. Enjoy!
Forget best choice. Just choice.
Map v1 is a flat plane in Blender/Godot.
This seems like a good overview.
https://youtu.be/A3HLeyaBCq4?si=lCOFpYPO3pjXe7iL
Basically move and slide. You can track extra values for inertia and mass if you want. You could still use RigidBody3d if you want instead but then I think your control inputs will need to result in use of ‘apply_force’, ‘apply_impulse’ instead of ‘move_and_slide’
Yeah, I think that is way better value-for-effort than mythic’s probability spreadsheet. KiSS
MUNE shares similar concepts as Mythic but simplified. Free PDF:
To clarify - I think your proposed grammar is valid but the phrasing is uncommon. It’s not a phrase I would expect to hear. Though I would understand the gist of what you’re expressing.
Best sounding recommendation probably depends on context and ‘the thing’:
There’s a concept I don’t understand.
There is something in the box I don’t recognize.
There is a feature of the coffee machine I haven’t figured out yet.
There’s a Greek word in the original text that I don’t know.
My guess is it’s likely not a bug but an unexpected (by you) interaction of the tool script with whatever layout you’re doing.
If you can post example code demonstrating the problem someone will probably be able to pinpoint what’s happening.
What if I told you… every day is coffee day.
Sounds like you found a workaround.
There might be some tricks here that could help too:
https://docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html
Personally, I’d drop all the macro template syntax, applys, intersects, etc. And simplify the function arg to be just: (sequences)
let item-map make-hash-table
dolist seq sequences
dolist item seq
;; gethash / return / or setf & continue
If you don’t care about the intersection values:
init empty hashmap w best guess on size
Iterate sequences
Iterate elements
If elt in hashmap return t
Add elt to hashmap
return nil
If you have maybe million+ elements, a db like sqlite might help. Unique index, insert each item til you get a unique constraint failure.
I think your supposition about using ik just to capture (key) animations is right. I wouldn’t delete the bones after because you might add or tweak the animations later.
Then you should be able to -X the scale for whatever the root node 2d of your character is.
Maybe helpful: https://ask.godotengine.org/110222/possible-animation-player-deals-animating-position-rotation
Here’s a nice tutorial vid - simpler arcade-like control than my example. Looks like this is for Godot 3.x but the concepts should translate to v4 pretty closely.
5 is a lot. I’ll do 4:
I think I have it working as you describe - in the latest version on GitHub. That is more complete now than the code snippet above. See if that helps.
Now for no good reason I added flaps that rotate with the controls. Definitely feature creepin. I’m out! Good luck op!
Not shown in the code here for simplicity, but in the project I added a little bit of yaw drift when banking.
I’m sure there’s a more accurate way to simulate all this. Just messin around.
Enjoy! And watch out for AT-ATs!