#gooengine
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tornadohurricane29 · 4 months ago
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#blender#blender3d#gooengine#art#3d artwork#3d art#oc
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chaozagent · 4 months ago
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Another Animation WIP. choreographing is a bit tough for me but I think I'm coming up with some cool stuff.
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weeabuuuu · 2 years ago
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hey guys don't mind me im just gaming at my state-of-the-art gaming pc :)
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joseph-hansen-art · 2 years ago
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Jaime Reyes, the (best) Blue Beetle
Character made in #blender3d and #gooengine, background painted in Affinity Photo. I love Jaime, he's probably my third favorite DC character. I based his design here mostly on his Young Justice appearance, partially on his pre-Flashpoint comic appearance, and with some tweaks of my own. This was a lot of fun to work on, and it's my fastest ever going from basemesh to final render- only three days total.
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riggingdojo · 2 years ago
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riggingdojo
RT @The7Seraphs: WE DID IT! This rig is ready to be tested WOOOO. That skirt almost killed me i think. Now i sleep. #blender3d #b3d #bnpr #3danime #gooengine https://t.co/PC8hk4REvU
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jacksanity · 11 years ago
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Week 10 main focus [GooCreate movement]:
We have the code structured well and the EventHandler is parsing turns and so we've got turns functioning with cards being dealt to both players and their hands increasing, deck decreasing etc. But they were only being mentioned in the game code itself and the screen was virtually blank of any visual effects. The struggle with this was learning the way in which Goo can recreate cards on the fly without interrupting the game code event loop. i.e. they have to run independent of each other because we do not want the game to be stopped to wait for a certain animation to play, we need the fast pace to continue and the animation to simply act on it's own timeline.
I was able to do this, with much trouble as the API confused me and certain aspects were left out (by the GooTech team) so I couldn't access certain methods with allow entities to be animated via Engine commands. I still appreciate the time I took to do this though as I understood the limitations set by the Engine and also worked around the future development of GUI items like card visuals etc. I focused firstly on getting the cards to be drawn into their relevant place in the hand (or wherever the hand was at the time based on GooCreate environment). This was annoying at first because the coordinates cannot be accessed anywhere other than on GooCreate projects and so I had to do a lot of trial and error into getting the cards into their appropriate locations, we wanted a better solution to this and hope to discuss it at next meetings. Another development process I implemented was the picking (clicking with mouse) of items so that you could click a card and then it would zoom into the camera for a closer representation (See image above) and then zoom out after a certain amount of time. This was a rough implementation but it allowed for a good module that is required for any gameplay to take place. Eventually we'll use the system to manually click and drag, or click then place cards. I didn't think it would take as long as it did but the Goo Engine is really hard to do things for the first time, it's a steep learning curve.
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chaozagent · 4 months ago
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This is a work in progress scene from the animation I'm making. Things are heating up despite the ice magic.
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tornadohurricane29 · 4 months ago
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chaozagent · 9 months ago
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Finally finished Serilda's new model. I made this render to celebrate.
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