Opens profile photo
Follow
Click to Follow SketchpunkLabs
VoR
@SketchpunkLabs
✨ IK Necromancer 🎨 Wannabe 3D Modeler 🔥 Javascript Developer 🥒 Open Source Enthusiast 🤪 Wakadoodle Extraordinar @sketchpunk@mastodon.gamedev.place
Z-City Ghost Townyoutube.com/c/SketchpunkLa…Joined August 2008

VoR’s Tweets

pretty awesome. I feel inspired, which can be a bad thing 😋
Quote Tweet
Remember the procedurally generated world I was working on months ago? It's live 👉 infinite-world.vercel.app No purpose being this project, I was just having fun. Although I might work on it again. #threejs #webGL
Show this thread
Image
2
This has bugged me for a long time. Couldn't find any examples online but a few forum posts stating its not possible. With the name of the skin type+a few attempts to fully explain the problem the AI came up with a simple but brilliant solution. w00t w00t #gamedev
1
2
Show this thread
This adds an alternative to using a pole direction for #ossos, By stripping twisting out of swings rotations I can then use an angle to control the twisting of a bone. Aim/Look IK would be perfect with this new setup along with limbs since knee&elbows use pole directions.
Show this thread
Trying out SwingTwist Decomposition, first attempt was a failure but second idea is to strip twist out of the result which seems to work well. Next is see if I can apply a pre-existing twist after stripping. This can change how I've been doing IK #gamedev #math #threejs
Image
Image
Image
2
4
Show this thread
My son sent me a video of someone turning a gundome model into chainsaw man. I effing fell in love with the look of the chainsaw that i'm SOOOO going to model it for IK bot. I dont even have arms yet & i'm going to make weapons. Side note, I also wanna make cat ears 😊
Image
Image
1
Planning IK rewrite, v1 IKtarget was a thing but by v2 it was a prop in each solver, going back to v1 as its less complicated. Also have some different ideas about quaternion swing/twist decomposition, wonder if I can improve how to handle pole dir. #metaverse #threejs
Image
3
Really cool stuff, we need more of fx like things being taught using #threejs.
Quote Tweet
Folks, I've just published a new free ThreeJS tutorial on my @Patreon page, give it a shot!! 🥳 💻 patreon.com/posts/create-s #threejs #webgl #tutorial #shader #postprocessing
Embedded video
0:23
19.4K views
1
8
Does anyone know or has a clean example of PBR shader? I've looked at #blender, #threejs & #gltf viewer glsl source & tried to code something based of them. What i have "works" but not 100% digging it since all the examples are implemented differently even tho based on disneyBRDF
3
Asking #ChatGPT more #glsl questions. This time around I was curious how "Rect Angle Lights" is coded. I then asked it to comment its code & walla. Dont know if the code works yet but I love that it can comment its own code ( unlike many opensource devs ).
Image
9
IKBoT MK1 is finally web ready, rendering in #threejs & using #ossos's armature. I need to look into redoing the fragment shaders of the custom skinning material I have to improve the visuals. Next I want to try making some procedural animations like looking around & blinking😋
Image
1
3
Show this thread
I think i'm just about done creating the body for IK Bot MK1. Might try to see if I can add any extra small details that won't obstruct attachments that'll roll around the outer body. Can't wait to rebuild aim/look ik using the eye parts😋 #blender #b3d
Image
Image
Image
4
Planning on buying 1 or 2 #blender plugins. Curious if there are any others that people swear by to make it ezer to model. I'm focused on creating characters & hard surface modeling for robots & armor. #b3d
2
1
Looking back... this post is going to be pretty funny if things work out in the coming months🤫
Image
1
Well, I wonder if this works, saved to text file. At some point soon I may need to port a #blender material to #glsl for IKbot ( want procedural rusty metal ). If this does decent job replicating the Principled BSDF, then I'll be happy. Next askin about geo nodes😊 #ChatGPT
Image
5
Back to modeling. Working on redesigning the basic idea of what I want for IkBot MK1. I'd like to have a big eye that can close & rotate around. I'll use that feature to rebuild & demo the aim / look IK stuff for the next version of #ossos. #blender #b3d
Image
Image
Image
1
3
Show this thread
Curious, has anyone had issues extending a #threejs object3d in #typescript but they getting type errors that the type isn't compatible when adding to a scene. _pnt is just an extension of THREE.Points. I've also put @types/three in my project. Silly work around for _ln + anchor
Image
1
processing. It will also handle dragging on the line & plane as actions I talked about before. This leaves the actual gizmo to handle its state & rendering only. This might be a good foundation to create & use multiple gizmos at the same time in #threejs
Image
Show this thread
For IK rigs, I need to be able to handle multiple gizmos at the same time. So an over arching object is needed to manage all the gizmos on screen. Also it will be the only thing taking in mouse input then figure out which gizmo you hit then feed the ray to it for further...
Embedded video
GIF
1
1
Show this thread
Its not really that complicated, the issue is if things aren't world axis aligned, you need to take steps in determining whats X & Y. With a lil bit of projection to each of these axis directions gives you the needed distances to compute a step position. #math #javascript
Image
1
Show this thread
The second interaction is ray intersecting a plane. This is used for handling translation & even rotation. This is an easy thing to do with the only thing that's a lil complicated is when you want to use step movement which this demo is illustrating. #threejs #typescript #webgl
Embedded video
GIF
1
1
Show this thread