Тёмный
No video :(

Custom NavMeshes in Godot 4.2 and Blender 

Michael Jared
Подписаться 1,5 тыс.
Просмотров 2 тыс.
50% 1

Wishlist "A Beaver's Tale" now!
store.steampow...
A Beaver's Tale: Go play our sandbox demo now!
michaeljared.i...
3D models, game design/development, and music by me.
We also have writers and UI designers on our team.
/ user-570441519
---
My blendermarket store:
blendermarket....
Also check out my gumroad store:
michaeljared.g...
michaeljared.ca/
Thanks for stopping by!

Опубликовано:

 

4 сен 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 8   
@GorblinRat
@GorblinRat 24 дня назад
Really appreciate this, thanks
@alogghe
@alogghe 5 месяцев назад
Definitely helpful thank you! This is something I've been putting off dealing with and its great to see a straightforward workflow to encourage me. One thing I've had my eye out for but not noticed anyone doing yet is using geometry nodes to create navmeshes. It seems like a natural tool for it. Being able to let a controllable tool,in blender, route around your collision shapes over large outdoor meshes would be great. The other thought I had was whether some of the retopology tools would be useful for some of this tweaking. Cheers
@michaeljburt
@michaeljburt 5 месяцев назад
You're welcome! And yeah absolutely, I hear you. I was thinking about retopology as I was doing it - it felt very similar. One other potential workflow would be to duplicate a chunk of the terrain mesh, use the remesh modifier, reposition some of the quads so that you can cut out the regions where your collisions are, then possibly unsubdivide (since it will be all quads anyways). You could then shrink-wrap back to the terrain surface if needed. Lots of good ways to do this.
@gnatinator
@gnatinator 5 месяцев назад
Cool game, beavers are cool
@jaxfrank
@jaxfrank 5 месяцев назад
Does godot require the nav meshes to be triangulated? I would think as long as the mesh is made up of convex polygons it should do the job. And the larger the polygons the better
@michaeljburt
@michaeljburt 5 месяцев назад
Good question. I don't know, but I do know that when you bake nav meshes in engine they get triangulated. My assumption is that it calculates using triangles. But I would agree, a large polygon would indicate a larger footprint for a character to be in, but I think the algorithm would get more complicated as compared with a triangle
@wukerplank
@wukerplank 5 месяцев назад
Picking a random vertex seems like a great workaround
@michaeljburt
@michaeljburt 5 месяцев назад
Yeah that's what I was shooting for. Really we need an algorithm in Godot that picks an evenly distributed point within any of the triangles in the nav mesh. Or even better, allow use of a curve to modify the distribution of those points.
Далее
Is Cycles Not Enough For Blender Users
11:07
Просмотров 11 тыс.
Godot 4.3 is Here!
19:20
Просмотров 93 тыс.
Creating a custom tool plugin in Godot 4
10:24
Просмотров 2,8 тыс.
Cinema 4D vs. Blender in 2024
5:52
Просмотров 53 тыс.
Blender to Godot Workflow
6:15
Просмотров 3,4 тыс.
AI Learns to Walk (deep reinforcement learning)
8:40
Game Optimization: Level of Detail (LOD) in Godot
4:55
How do vector field Pathfinding algorithm work ?
7:12
use lights with geometry nodes in blender
8:09
Просмотров 11 тыс.
A (Not So) Brief Overview of 3D Particles in Godot 4
17:02