A Beaver's Tale - Demo Trailer - Steam
1:55
Make C++ Games using Godot!!
23:26
A Beaver's Tale: Devlog #1
51:22
6 ай бұрын
Пікірлер
@Zackrobotheart
@Zackrobotheart 14 сағат бұрын
invites are invalid on youtube and steam, is it possible to get a fresh one? looking for support with the blender to godot pipeline after the humble bundle.
@michaeljburt
@michaeljburt 4 сағат бұрын
Ahhh that's a blunder on my part now... link in the comment should be fixed now, and I will begin fixing the others Thanks for the heads up!
@kristajohnson9173
@kristajohnson9173 3 күн бұрын
Question: can't you just get the image textures out of substance painter and then slap them into a godot material, rather than going back and doing all that blender workaround? Is there a specific reason you do it this way?
@michaeljburt
@michaeljburt 2 күн бұрын
Yeah that totally works. I just like doing the complete gltf export from blender that has the mesh, material and textures all together.
@kristajohnson9173
@kristajohnson9173 2 күн бұрын
@@michaeljburt okay! thank you that's helpful. and i do get it, no giant mess of extra material files
@WildGrowthJ
@WildGrowthJ 3 күн бұрын
How did you get your breakpoints working? Ive got debug symbols = yes, but it keeps saying how symbols have not been loaded. Perhaps a mismatch with the msvc compiler and scons which uses a different one?
@michaeljburt
@michaeljburt Күн бұрын
Just commenting here for posterity - it seems the issue was using the mono version of the engine. You can still build and run, but no breakpoints.
@AsatteGames
@AsatteGames 4 күн бұрын
The game has really cool features. I especially like building system. It need some polish though. Some pseudo background to fill the void would do the trick I think
@michaeljburt
@michaeljburt 4 күн бұрын
Good idea. I will try to get that into the final release!
@Zhalty5
@Zhalty5 4 күн бұрын
bobr kur*a
@tablebook-dg6vh
@tablebook-dg6vh 5 күн бұрын
how does 14 have any significance with the 8 vertex. 8 + 6 faces?
@michaeljburt
@michaeljburt 5 күн бұрын
Depends on UV mapping and how normals are split. In the simplest case, with smooth normals and no UV mapping, there's 8 vertices in the GPU. Depending on how you break up your UVs, some verts will share UV coords and some won't.
@dani3d_b
@dani3d_b 5 күн бұрын
great addon, can you update to blender 4.2? turns out I can't go back to normal eevee hehe
@michaeljburt
@michaeljburt 5 күн бұрын
If I ever get time then an update will be coming! A few things have changed, so I really need to test it well.
@dani3d_b
@dani3d_b 4 күн бұрын
@@michaeljburt is there a way to setup on blender what meshs should be unwraped for lightmaps on import?
@michaeljburt
@michaeljburt 4 күн бұрын
@@dani3d_b it's definitely an idea to consider. I will try tinkering with it
@GorblinRat
@GorblinRat 6 күн бұрын
Really appreciate this, thanks
@GrowthPulse509
@GrowthPulse509 7 күн бұрын
plz help i cant download the add-on it
@alighieribosch
@alighieribosch 7 күн бұрын
2000 aaah scott cowthon game
@AliAli-wi2ys
@AliAli-wi2ys 8 күн бұрын
cool
@torgo_
@torgo_ 8 күн бұрын
🦫🦫🦫💦🎉
@torgo_
@torgo_ 8 күн бұрын
Damn, where's the Beaver's Tale trailer? I saw it on steam and wanted to share with my friends but I guess the trailer isn't on youtube?
@michaeljburt
@michaeljburt 8 күн бұрын
I think I might be doing a bad job of marketing 😢 but it is in my backlog of things to do! Hopefully will be up soon.
@torgo_
@torgo_ 8 күн бұрын
@@michaeljburt Haha, it's all good. Marketing rarely works anyway, even when it's done perfectly it usually just feels like screaming into the void. I saw the game in "recent games" in the Steam store, and thought "my friend will love this, I gotta send her the trailer." I joined your discord btw. 👹
@wyattearth4414
@wyattearth4414 11 күн бұрын
I need a video on making my own class in gidot. Lets say i want plants. And included in plants are grasses flowers and trees. Do i just make a 3d node and script it as "plant" and then make 3d node children for it for the grasses flowers and trees?
@MaplewoodStreet
@MaplewoodStreet 12 күн бұрын
When you say to click "use this template" and later you refer to this as "downloading it", do you mean to use "use this template -> create new repository", "use this template -> open in a codespace", or "<> Code -> Download ZIP"? I am so immensely lost.
@michaeljburt
@michaeljburt Күн бұрын
Hitting "use this template" is effectively the same as a fork, except it cleans the git history so it doesn't take as much space (you typically don't care about the repos history for template-like repos)
@WildGrowthJ
@WildGrowthJ 12 күн бұрын
Dude, I wish there was a stronger form of like button for the amount of pain you have saved me with those tips! Well done!
@zellator
@zellator 12 күн бұрын
Thank you so much for the constant updates!
@NycroLP
@NycroLP 13 күн бұрын
I hate adobe but substance painter is such a good sofware, i wouldn't be able to work without it.
@NycroLP
@NycroLP 14 күн бұрын
Hey i got the addon from the "Blender Market's Essential Game Modding Toolkit " bundle. I wonder if it gets updated?
@michaeljburt
@michaeljburt 13 күн бұрын
Hey there. I can get you the update, you just have to DM me on Twitter @_michaeljared
@_gamma.
@_gamma. 16 күн бұрын
I wonder if that shader could be used to create dynamic (undecorated) buildings from a single mesh 🤔
@michaeljburt
@michaeljburt 14 күн бұрын
In my experience procedural gen will always be a mix of batching draw calls and messing with shaders that effectively get instanced somehow. But as long as you stick to those two constraints the sky is the limit! It's something I 100% want to investigate more.
@_gamma.
@_gamma. 14 күн бұрын
@@michaeljburt I’ve got the city kit from Synty, would be handy for placeholder models
@MistralFlacon
@MistralFlacon 17 күн бұрын
Dude amazing addon, only just heard about it from the humble bundle, wish I'd known sooner!
@_gamma.
@_gamma. 18 күн бұрын
Tool scripts are magic! I do wish they would style utility bools as buttons (maybe detect if the setter actually sets anything)
@michaeljburt
@michaeljburt 14 күн бұрын
Yeah that would be a really nice optimization... The bool/setter hacks is perfectly fine, but just not as pretty as it could be
@jomohogames
@jomohogames 23 күн бұрын
Thanks, this was something I was wondering about!
@alogghe
@alogghe 24 күн бұрын
Great headsup, thanks! I'm pretty obsessive about adding empties everywhere so this just reinforces that >.< I'm in ecs/engine mode atm but your work is making me look forward to getting back to content pipeline.
@widearchshark3981
@widearchshark3981 24 күн бұрын
Not all heroes wear capes. Great job. I hate that export from Blender to Godot. It seems like unnecessary fluff to get it working. This is a real pain with multiple assets in the same Blender file. I think (but don't quote me), Godot reccoments not scaling the collision meshes. I've never understood why, but it's probably to do with how it does it's collision detection. Always seemed to be OK, but you never know eh ?! Also, question for you. Do you know a way to import all objects from a Blender scene as individual objects? ie they are positioned at 0,0,0 so I don't have to export them individually? Humble Bundle bought me heere, and I'll be downloading this for sure!
@michaeljburt
@michaeljburt 23 күн бұрын
Thanks! And that's correct, we shouldn't scale collision bodies (or shapes) in Godot. My more recent videos take a closer at this in terms of proper workflow
@michaeljburt
@michaeljburt 23 күн бұрын
You know, importing every object at 0,0,0 is an interesting idea. I'm wondering if I should include that as a checkbox in the add-on that you can apply to a whole bunch of meshes if you want. Otherwise, I have no idea how to get that done
@widearchshark3981
@widearchshark3981 22 күн бұрын
@@michaeljburtYeah, the whole "export individually" really gets on my nerves ! I mean, you can bring them in, localise them and reset their position. But that's still a pain in the arse if you have dozens of assets. Anyway. Keep up the good work. There's people that appreciate you around here 😊
@alighieribosch
@alighieribosch 25 күн бұрын
I don't understand why do you say it's free, though clearly it says 5+ CAD
@michaeljburt
@michaeljburt 25 күн бұрын
It's on GitHub
@InsertHere
@InsertHere 25 күн бұрын
On gumroad it say's you need to pay 5$+ when in the video op says it's free?
@michaeljburt
@michaeljburt 25 күн бұрын
It's on GitHub, I tell you in the video. You just gotta watch it
@SoloGoesWild
@SoloGoesWild 28 күн бұрын
The addon is really helpful so far. I was wondering wheter or not if it is possible to only export deformation bones when exporting an armature?
@michaeljburt
@michaeljburt 28 күн бұрын
Gltf natively supports armatures, weight paints, animations , etc. so I see no reason why exporting the armature in isolation wouldn't work. I haven't personally tried it though.
@tumbleweb
@tumbleweb Ай бұрын
I think two more changes would make this feature complete for me, and able to replace my current workflow as it is: 1. Path Setter allowing a "Scene" parameter so you can replace the entire object with a Godot scene 2. Allowing Path Setter to work on linked scenes (In Blender, File > Link...). These objects still import into Godot, but they have Node3D as a base with none of the addon configurations.
@michaeljburt
@michaeljburt 28 күн бұрын
These are good ideas. Another thing I've been thinking about leveraging Blender's asset drawer, and having fully kitted "game entities" that can just be dropped into a scene for composition. Then your proposal of having an object just come in (when importing into Godot) as a packed scene instantiation, the path having been already tagged in blender with that kit, makes a heck of a lot of sense.
@jomohogames
@jomohogames 25 күн бұрын
For my use case, just having 1. replacing with an existing scene would be perfect.
@Zer0Ceasor
@Zer0Ceasor Ай бұрын
Thanks man!
@UltimatePerfection
@UltimatePerfection Ай бұрын
What I would love is an ability to set it up on the Blender side so that it auto exports to Godot, without having to click that button. Dunno if Blender's API has the ability to detect stuff like this, but basically automatically export it whenever Blender's main window loses focus.
@michaeljburt
@michaeljburt Ай бұрын
So I don't think we should push it to an "auto update" feature(I'm also not sure if it's possible). Exporting a GLTF or saving a .blend file can be a resource intensive process. And trying to do that every time we tab might slow down the system a lot. So basically your options are to set up a one click export (using the add-on Export button) or hit Ctrl+S to save the .blend and import that way.
@robinj6997
@robinj6997 Ай бұрын
Worked great! Thank you for sharing. Wishing for more C++ content in the future. I start today, leaving Unreal Engine behind.
@Vinniecomic79
@Vinniecomic79 Ай бұрын
I tried to clean up by merge distance from 0001 to 001. But it still not work. I already check my mesh in detail, there is not any holes on the mesh. What happen to my mesh.
@michaeljburt
@michaeljburt Ай бұрын
Merge by distance doesn't always fix it. A hair mesh will often mess it is up, that's why I recommend separating it, and then weight painting it separately
@Ttiheuns31
@Ttiheuns31 Ай бұрын
Look very cool, should try it, Is it a solution if alls animations made in blender are on dummy object, like empty parents. Does it break ?
@michaeljburt
@michaeljburt 28 күн бұрын
I've actually never tried parenting animations to an empty- so I'm not sure! But it's on my backburner of things to try
@generrosity
@generrosity Ай бұрын
The fact you are working on plugins for both sides is impressive 👌 I've gotta rewatch this a few times, and try that follow-along blend file 😅 I've heard some people blocking out a scene in Godot, and then get that into Blender to do things? Is that something you do, or just start in Blender with the assets from there?
@michaeljburt
@michaeljburt 28 күн бұрын
Godot to blender is not something that currently works in my pipeline, but yes, there are others working on bidirectional export/import leveraging gltf extensions! Check out OMI group and their extensions. They are not quite shippable yet as plugins but looks very exciting to me as an evolution of the work I've been doing.
@drager-i1o
@drager-i1o Ай бұрын
Hi grade add-on just got it in BLENDER MARKET'S ESSENTIAL GAME MODDING TOOLKIT from Humble Bundle just wondering do we end up with the update or is this a snapshot?
@michaeljburt
@michaeljburt 28 күн бұрын
Hey there, DM me on Twitter @_michaeljared and I can hook you up with the latest update for anyone who bought the HumbleBundle
@pietro5720
@pietro5720 13 күн бұрын
@@michaeljburt can we contact you outside of twitter? Thank you!
@michaeljburt
@michaeljburt 13 күн бұрын
@@pietro5720 sorry - not really, because I can't give out any contact info on this platform since it is public.
@RossUnger
@RossUnger Ай бұрын
Thank you! Ive been trying to solve this problem and I'm so happy there's such an easy solution
@jiff3151
@jiff3151 Ай бұрын
Amazing work!
@Gektor3000
@Gektor3000 Ай бұрын
Thanks for sharing. A very useful addon. May I ask why you don't use a name suffix pipeline to create collisions instead of duplicating the meshes? (-col, -colonly, etc)
@michaeljburt
@michaeljburt Ай бұрын
Short answer is that colonly doesn't help you get a static body automatically instantiated in your scene. Collision shapes with no body are useless in Godot. Second answer is that you can't control what type of shape (let's say you want a primitive for example) you get. I'll point you to my video called "Blender Godot pipeline, ok, but why?" where I answered lots of questions like that. It's not to say these other workflows are wrong, just a different way of doing things. And ultimately gamedevs will become fastest working with what they are most comfortable with. Right now, for me at least, that's my add on
@millerbyte
@millerbyte Ай бұрын
18:50: What if the door in Blender has the following structure: - Door (Mesh) - DoorStaticBody (Static Body) - DoorCollision (Collision) If Door has the Action / Animation Attached, and the StaticBody is a child of Door (and the collision is a child of the StaticBody), do you still need to tweak the animation in Godot? The AnimationPlayer should still be tied to Door, right?
@michaeljburt
@michaeljburt Ай бұрын
This structure would be ideal, but breaks compatibility with Area3D and RigidBody3D (where the body has to be most parent). One of the big efforts with the add-on was to get consistent behaviour between the 3 bodies, but we have the obvious drawback of animations. One solution I haven't explored is parenting everything to an empty mesh and applying the animation to that mesh, then doing all collision stuff downstream. Might work. Needs tweaking for sure, but I'm trying to figure out the best direction to go on that doesn't break companility with other workflows.
@tumbleweb
@tumbleweb Ай бұрын
Great additions! I think the new features will be super handy. Thanks again for making and maintaining the addon.
@Ignawesome
@Ignawesome Ай бұрын
Thanks for the video, really awesome to see someone applying professional standards to 3D modelling for Godot. Most tutorials I've seen don't care about draw calls and don't even mention reusing meshes. I was horrified after importing my level and finding out that I couldn't easily manage repeating objects. I do have one question though, what is the difference between doing the collision primitives your way and just using the -colonly or -convcolonly? Is it just for animating them inside of blender?
@michaeljburt
@michaeljburt Ай бұрын
No problem! Glad you enjoyed. I do have a video called "Blender- Godot pipeline, ok, but why?" That goes into details on the import hint flags (-conv, -colonly) etc. I explain all the different import options and why you might choose one over the other.
@sebastercats6123
@sebastercats6123 Ай бұрын
Any chance there's a free "lite" version of the blender addon? I'm a beginner 3D developer testing things out with both with Blender and Godot. I would genuinely love to support you through paying your amazing addon and I mean no disrespect asking it for free, of course. Just wanted to ask as a small-time, broke(online) beginner developer. If not, no worries. Maybe I'll have the money one day. Anyway, thanks so much for making both programs work seamlessly, it's amazing!
@michaeljburt
@michaeljburt Ай бұрын
Hmm, well the Godot half of the pipeline is totally free. That's where most of the magic happens. So you can check out my GitHub github.com/bikemurt/blender-godot-pipeline To be honest all the blender add-on really does is set Blender "custom" data which you can manually set in Blender. It's just a lot slower/tedious to do by hand. So you might want to tinker around with that. There's an old version of the add-on somewhere in my TestProject repo as well, but I kind of abandoned updating that as it was tough to do in multiple places
@sebastercats6123
@sebastercats6123 Ай бұрын
@@michaeljburt Good to know I can still be able to tinker around, I'll see if I can try it out in my workflow. Thanks again for putting the Godot part for free, I know how valuable of a work you've done for both software, so I'll be sure to buy the blender addon whenever I can. Looking forward to see it get more updates too!
@rmsidewalks
@rmsidewalks Ай бұрын
I have 3 questions: -Do I need to first export my blender file as gltf normally so I can use the Export button from your addon? -Why are you making 2 collisions for the walls and shelves? isn't 1 enough? -Why do you need to add a solidify modifier on the walls after you duplicate them? Thanks
@michaeljburt
@michaeljburt Ай бұрын
Only thing I would say is to check out the latest video because the add-on has changed a lot 1) no, you can just type the filename.gltf in the box and hit export 2) the wall and shelves are separate objects so if you want to move around the shelves, the shelf collision should move with it (that's why it's parented) 3) the walls are solidified so that a box collision can be made. Box collisions are far simpler in-engine vs convex trimesh collisions.
@rmsidewalks
@rmsidewalks Ай бұрын
what I meant for 2) is: you are making a collision for the shelf without the array and parenting a larger box for the array to it? and 3) I just now see that your wall are just planes thanks!
@michaeljburt
@michaeljburt Ай бұрын
@@rmsidewalks 8:25 probably shows it clearer (that was my second bookshelf that I did, so I did a better job of explaining it). Basically you wrap an entire cube to get a box collision for the whole shelf. Another way to explain this is that the shelf with the array is just to handle mesh instancing. So that has nothing to do with the physics of it. We apply a body to it (Static or Rigid) and then it still needs a collision shape, so that's where the box comes in. You really should check out the newer videos though- I rewatched this one today and a lot of the addon UI has changed.
@rmsidewalks
@rmsidewalks Ай бұрын
@@michaeljburt ok thanks I will check the new videos out
@millerbyte
@millerbyte Ай бұрын
Very very helpful, thank you for creating this (I just picked it up as part of the Blender Market Humble Bundle). One comment (I haven't finished the video, I'll append to this comment if I've answered my own question): It seems parent -> child relationships in blender are not respected. Is that by design?
@millerbyte
@millerbyte Ай бұрын
Also, have you thought about powering these "custom parameters" from Custom Properties in Blender? That way I can set all this stuff In Blender (no need to create a new txt file, set the data, copy the path, paste in blender, save, etc.,)
@millerbyte
@millerbyte Ай бұрын
I use the "Copy Attributes Menu" Addon in Blender which makes it easy to transfer custom properties from one object to another. Maybe this isn't as elegant as having one txt file as the source of truth that many objects share.
@millerbyte
@millerbyte Ай бұрын
Another cool thing I discovered -- I use the `Machin3 Focus` plugin to easily isolate objects in Blender. Seems that the "Export for Godot" button also respects this, and only imports that isolated object. Pretty cool!
@millerbyte
@millerbyte Ай бұрын
I am noticing some strange behavior getting animations to import properly. As in, they're not really working. If I just import the GLTF without the attached script, animations work. So I don't think it's a problem with the gltf file / how I'm building the animations in Blender.
@michaeljburt
@michaeljburt Ай бұрын
Hey there! I read through some of your messages but KZfaq might not be the best format to discuss. You can direct message me on Twitter @_michaeljared and we can pick up the conversation there :) To answer some: The add-on does use blender custom data under the hood. Animations are getting a patch in version 2.2 (coming soon) and will only support NLA tracks animation. In my opinion that's the best workflow for Godot, so that's why I'm sticking to that for the export button.
@tumbleweb
@tumbleweb Ай бұрын
Curious if it would be possible to add a @tool script to the addon that will scan the file system for .gltf and attach that addon importer script automatically. Similarly, if there's a way to map Ctrl+S to "Export to Godot" in Blender, that way you get nearly the same functionality as the .blend importer.
@michaeljburt
@michaeljburt Ай бұрын
I looked everywhere to do exactly as you suggested and could not find anything. As far as I know there's nothing exposed to set an import script programmatically. Or even setting a default import script would be awesome. .blend file importing is coming on the next version, just need to stay locked on 2.1 for a while because of the humble bundle.
@tumbleweb
@tumbleweb Ай бұрын
@@michaeljburt Awesome, looking forward to it. Thanks again for the addon! Also, I just discovered that Godot has an automatic import script setting. Project Settings > Import Defaults tab (next to the 'Plugins' tab), then select the dropdown as 'Scene' and set the addon script in there. Every time Godot imports a .gltf, it adds the addon script now by default.
@michaeljburt
@michaeljburt Ай бұрын
​@@tumblewebThat's awesome! Thank you for that. That will be a huge time saver for myself and everyone who uses the pipeline.
@Montigorable
@Montigorable Ай бұрын
What about making a paid/free course on how to make a simple game using c++ in godot?
@michaeljburt
@michaeljburt Ай бұрын
That would be a good one to do. If I ever get time I'll consider it :) a little bit too busy these days
@user-fg6mq3dg3d
@user-fg6mq3dg3d Ай бұрын
This feels like open source unreal engine with C++ and I am here for it.
@michaeljburt
@michaeljburt Ай бұрын
I might not go that far :) Godot is a very capable 3D engine (although people generally don't know this) but it is nowhere near as heavy, or feature rich as UE. Luckily, there are lots of awesome add-ons (e.g. Terrain3D) to complement it.
@UltimatePerfection
@UltimatePerfection Ай бұрын
Now on the Blender side, how about making "export to godot" thing automatic, e.g. after every change of mesh or object, so it is actually live?
@michaeljburt
@michaeljburt Ай бұрын
It's already a feature in the newest update, just need to release it. The add-on was packaged as a part of another bundle so I had to wait a bit on the update.
@JoarLikesHorseShit
@JoarLikesHorseShit Ай бұрын
In order to maintain the natural optimization that C++ provides, to what extent are you able to mix C++ with C# and GDScript? Do you strictly code everything in C++ or do you use C# and GDScript for some certain aspects of your game?