Daily sketch #10 - Dragon Flareon bean!
Starting a small project with all eeveelutions as a dragon beans - I hope you'll like them!
Starting with the fluffy, fire boy ^-^
I just used the #bevyengine to manipulate the color of some sprites I created! 🐱 It works really well, and the UI was easy to create with bevy_egui. I think I'll combine it with the collision system next, so I don't have to look at the default squares. 🟩 #gamedev#oc#rustlang#chibi#digitalart
I think what makes the learning curve of #3D modeling & animation software like #blender seem steep even for many seasoned #vfx designers is similar to what makes #emacs appear to have a steep learning curve even for many seasoned programmers: it's more about "learning to drive" than about learning the program's pleathora of features.
once you learn to drive in either emacs or blender, which essentially boils down to learning keyboard macros and how they makeup a tactile vocabulary with similar variations extending across a large number of "modes", you'll never again wind up spending half an hour figuring out how to edit your file again, those little things that initially steer people away from plunging in and reaping the benefits. but really that passes within about a month, and like being able to drive a bike or a car, the mobility offered by "putting in the work" lasts a lifetime.
@screwtape No not at all tbh, an application of this capacity is a massive engineering and design effort, almost on the scale of something like a free operating system that can compete with the big commercial operating systems. CGI artists need non-linear 3D editors that can handle tens of millions of splines, curves, edges, vertices, etc at once, making precise adjustments with responsive rendering (or in Blender's case since 2020, so-called (in CGI parlance) "real time"), a text editor is of secondary importance. Theres Maya, Cinema4D, Houdini, and then auxiliary tools like After Effects, but now Blender is arguably leading the pack between all of them, legitimately advancing the state of the art, as free software. In the four years since I last used it, it's advanced more than any other application I've been a user of, ever, I reckon. And by all appearances it's keeping the pace.
In terms of a programming interfaces, yeah python is unfortunate, it's also come to dominate the CGI world. I need to look at what libraries it exposes, and the feasibility of embedding #chibi or libguile, or just FFI. but in terms of being able to just have a vanilla repl into a scene without an IDE, you can now create "blender apps" that allow you to do just that: https://code.blender.org/2022/11/blender-apps/