@Craigp@mastodon.social avatar

Craigp

@Craigp@mastodon.social

Green energy day job, game dev / design talks & tutorials at night.

Youtube: https://www.youtube.com/channel/UCFL6-QAPmuin1iXUY1MEe0g

He/him

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Craigp, to random
@Craigp@mastodon.social avatar

Time to find out if updating my drivers will fix the uh (checks notes) CPU parity errors.

I suspect not.

I SUSPECT I'll be taking this lemon back to the shop for a new CPU.

SirTapTap, to random
@SirTapTap@mastodon.social avatar

It's odd watching bridges fall apart in bridge simulators is so funny, in real life that's pure horror shit even if there's nobody on it

Craigp,
@Craigp@mastodon.social avatar

@SirTapTap If the stakes are low enough, all horror is comedy. If the stakes are high enough, all comedy is horror.

Craigp, to random
@Craigp@mastodon.social avatar

What idiot built this buggy piece of shit?

... Oh, it's me. Ten years ago.

Who hired this asshole.

Craigp, to blender
@Craigp@mastodon.social avatar

/ challenge: I want to have submeshes that are different objects but have seamless edges. IE, a head separate from a body.

But I can't seem to get rid of the seam.

There's loads of tutorials on how to, and none of them work. I think maybe Unreal's rendering engine is doing a rendering trick that ends up highlighting the seam.

To make matters worse, the methods of doing it end up making shapekeys not export, so I couldn't use them anyway.

Anyone know how to actually do this?

Craigp,
@Craigp@mastodon.social avatar

Right now my only method seems to be to combine them manually, merge the verts, and export that.

Which isn't a super bad workflow, it's just... a fairly bad workflow.

Craigp,
@Craigp@mastodon.social avatar

Problem is, then I can't mix and match in-engine

I wonder if there's an operation I can use in geometry nodes... merge meshes and staple verts together. It should be possible in-engine, right...

Craigp,
@Craigp@mastodon.social avatar

It does not appear to be straightfoward.

Craigp,
@Craigp@mastodon.social avatar

@YannKervran Is there a merge by distance node in Unreal? Or do you mean in Blender?

Craigp,
@Craigp@mastodon.social avatar

@YannKervran Oh ho, I set it up and Blender and it works fine.

I can just have the working copies and then export a geometry-node version instead of the working copy.

This was a great idea!

It doesn't help me mix and match live, but it does open some doors.

Craigp,
@Craigp@mastodon.social avatar

@YannKervran Oh no! Vertex groups and shapekeys don't survive. Alas.

mbt3d, to random
@mbt3d@fosstodon.org avatar

Tip:
When you come to setup Blender 4.2 Alpha etc. I would recommend making backups of your userpref.blend file.
For some reason it gets corrupted and then Blender won't launch, so better to have a working one than to have to start from default.
#b3d

Craigp,
@Craigp@mastodon.social avatar

@mbt3d ... WHAT.

I'll just hold off on upgrading until 4.2 final release, I suppose.

teamonkey, to random
@teamonkey@mastodon.social avatar

lol again at Unreal’s water system, which is so “experimental” that it contains assets that don’t compile (and have been in that state for about 2 years, as far as I can tell)

Craigp,
@Craigp@mastodon.social avatar

@teamonkey They're why I had to give up on my last project. I'd have had to completely recreate water from first principles to do basic stuff.

Craigp, to random
@Craigp@mastodon.social avatar

Mobile firefox released an update that, as far as I can tell, does nothing besides funnel you to their useless 'home page' instead of simply allowing you to use Firefox.

It's just a setting you can toggle, but it's one of those settings that is so clearly some management shit saying "home page ads make me money. But nobody uses the page because it's useless. Make them use it."

Craigp, to Unreal
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People: "You should use migrate to migrate assets in ! It can help you create clean projects and-"

Unreal: "I don't migrate custom collision/trace values. Because fuck you. I don't migrate build settings. Because fuck you. And also, I randomly crash during migrations. Because fuck you."

Have these people... never tried doing the things they say to do? Or is there some trick to migrate the PROJECT part?

Like, can I clone a project and just leave all the assets behind?

Craigp,
@Craigp@mastodon.social avatar

Me: "OK, , tell me where you're getting this other gigabyte of shit from."

Unreal: "Have you tried the audit window?"

Me: "The audit function says this weighs 150 megs. So where's THE EXTRA GIG FROM!?"

Craigp,
@Craigp@mastodon.social avatar

Did an absolutely clean migration and it's still a gig overweight. Where the hell is this gig from...

Test projects are 150 megs...

Craigp,
@Craigp@mastodon.social avatar

@shanecelis I think it's nanite... there's no git.

Craigp,
@Craigp@mastodon.social avatar

@shanecelis Nope, not nanite. HMMMM.

Craigp,
@Craigp@mastodon.social avatar

I FOUND IT.

HAHAHAHAHA

It looks like one of the quixel assets is 800 megs.

... sigh... it's not the textures, either. I think it might be the mesh.

... There's also some really big .shaderbytecode files. I don't know how to check which shaders are doing that, either.

Craigp, to random
@Craigp@mastodon.social avatar

For those of you who haven't heard, heat pumps are... fucking astonishing.

They are more than 100% efficient. They are more than 200% efficient. They are frequently 300% efficient.

Not compared to air conditioners.

Compared to MATH.

Like they're more efficient than the theoretical action of simply using magic to cool your house at a 1-1 electricity to heat ratio.

It's fuckin' hilarious.

Craigp, to random
@Craigp@mastodon.social avatar

It is deeply entertaining how when you watch a student animation you often cannot tell whether the student is a hardworking 9 or a slacking 19.

mem_somerville, to climate
@mem_somerville@mastodon.social avatar

Had a fabulous #FieldTrip today with Long Now Boston folks. We toured the #DeerIsland wastewater treatment plant. Yes, Long Now Boston is a nerd club.

But it gives me hope: some really smart, thoughtful, and capable people are keeping our infrastructure going and planning for #ClimateChange--no matter what the other noise around is.

Great tour, take one if you get the chance. #BostonMA

The tour starts in this lovely old brick building that retains some of the 1890s pumping machinery around. Now it's set up as a sort of classroom or visitors center. There's an MWRA podium up front and a bunch of state and national flags behind where a speaker would be, but in front of the massive iron pumping equipment. A large American flag hangs down from the high ceiling at the second floor height.
In the visitor center near the pumping equipment, there is a large topological map of Boston. It was reportedly displayed at the World's Fair in 1900. It's about 2 feet off the floor, larger than a typical kid's pool, and the class covered surface holds a real 3 dimensional rendering of Boston and the harbor.
Near the place where they disinfect the water, there's this open gravel covered area. To the right of the disinfection long cement pools there's an odd object that looks like an early space capsule shape, but it's made in cement. It is one of the diffusers that matches the ones sitting 9 miles out in the harbor where the cleaned water comes out from the tunnels. It has a series of small sort of portholes around the cement where the water would come out if it was at the end of a tunnel. This one was defective though, and so it just sits up here for discussion purposes. Off to the background there is some greenery on a nearby hill with a water tank. That water is the stuff that come from the MWRA clean water reservoir system to serve the island.

Craigp,
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@mem_somerville This bizarre explosion of things that sound like toilet paper but absolutely aren't drives me up the wall.

Craigp, to random
@Craigp@mastodon.social avatar

Advanced pergolaling

Craigp, to random
@Craigp@mastodon.social avatar

Oh, Unreal namechanged "Set Master Pose Component" to "Set Leader Pose Component".

This is, in fact, a good change.

UPDATE. YOUR. FUCKING. DOCS.

Or at the very least add "master" to the metadata for "set leader pose component" so when the 100,000,000 people looking to follow an old docs search for what the old docs say, they get a valid response.

Craigp, to random
@Craigp@mastodon.social avatar

Howdy, it's 4 AM.

Sigh

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