Charles DodgeHere a short tutorial for such thing, I don't usually to voice tutorials, volume or audio may be poor. First part of the video I show how you to import the Vroid VRM into Godot 4 without the import plugin. Then I show you how to import in Blender for animation and blendshape tutorials. Couple things I forgot to mention is that you can export the model as .blend file and import to Godot 4, that is my preferred style, in video I showed how to export as glb, either one works. also, once you saved the character scene(.tscn). I forgot to show the blendshapes do work in Godot 4, just click on body material, and their should be a tab called Blendshapes. Hopefully this helps anyone that is struggling. Thank you.(Note: You can use Vroid in game development including making a character creator, as long you don't have an export feature, their EULA was a bit confusing, I did contact them and confirmed, it is okay to use for game, if doing a character creator, if you have questions do contact them.)
Vroid to Blender to Godot 4 for animations without upload to MixamoCharles Dodge2024-02-18 | Here a short tutorial for such thing, I don't usually to voice tutorials, volume or audio may be poor. First part of the video I show how you to import the Vroid VRM into Godot 4 without the import plugin. Then I show you how to import in Blender for animation and blendshape tutorials. Couple things I forgot to mention is that you can export the model as .blend file and import to Godot 4, that is my preferred style, in video I showed how to export as glb, either one works. also, once you saved the character scene(.tscn). I forgot to show the blendshapes do work in Godot 4, just click on body material, and their should be a tab called Blendshapes. Hopefully this helps anyone that is struggling. Thank you.(Note: You can use Vroid in game development including making a character creator, as long you don't have an export feature, their EULA was a bit confusing, I did contact them and confirmed, it is okay to use for game, if doing a character creator, if you have questions do contact them.)
Mixamo - mixamo.com/#Racer demo in Kajiya render in realtime and path tracing hybridCharles Dodge2025-03-20 | Finally got the Cornell MCRay Tracer demo compiled and built after a few minor issues. I’ve been playing around with it a bit and really love the graphics. It ran smoothly on my Ryzen 3 with an RTX 3060 12GB GPU running Mint Linux 22. I’m planning to experiment more and even create my own track to fully test the potential of the renderer.Godot 4 TPS Level Test with Kajiya render in RealtimeCharles Dodge2025-02-18 | Exported the Godot 4 TPS level to glTF and imported it into Blender to remove the ceiling and the light shaft cones, allowing better interior lighting in the Kajiya viewer, which supports only one light source. After exporting as GLB and loading it into the viewer, the scene remained unchanged except for the removed ceiling and shaft light cones. The result looks stunning, running smoothly at 50 FPS in 1920x1080 on an RTX 3060. The scene does have a HDRI environment map. Note: this is standalone viewer, not a render for Godot 4.Another test, clothing and human head in Kajiya rendererCharles Dodge2025-02-10 | Just trying out the clothing and head in Kajiya renderer, I just put it in the viewer and made some minor adjustments, I have no control on specular, normal and do not know if there is any SSS. running at about 125 fps at 1920x1080 on a RTX 3060, this is a hybrid path tracing.Path Tracing Hybrid - Kajiya Render emissive test.Charles Dodge2025-02-08 | Playing more with Kajiya render with default viewer, currently I am programming my version of a full version from scratch, first time in Rust language. I am impressed the real-time graphic capabilities , running at 1920x1080 at about 50 fps on a Ryzen 3 3100 and RTX 3060, while recording at 60 fps. All models are from Sketchfab, and ground is from Fab, Megascans.Quixel Megascans Test on Kajiya RendererCharles Dodge2025-01-26 | Imported the Megascans Bazaar and the African Slate Quarry models into the Kajiya render viewer. I only can do model placements and adjust the sun position. The fps is around solid 52 fps. Specs are Ryzen 3100 with 32GB RAM, RTX 3060 with 12GB, and Mint Linux 22. The Robot is from Sketchfab.Unreal? Unity? Godot? Nope! Meet Kajiya in realtime (Not a Game Engine, yet?)Charles Dodge2025-01-24 | Testing the Kajiya renderer on a Ryzen 3100 paired with an RTX 3060. The performance is impressive! While I couldn't measure the FPS since I'm running this on Linux, it feels incredibly smooth overall. The renderer is powered by the Rust programming language, showcasing its capabilities. There is some very minor ghosting noticeable, but the smoothness is excellent. Any stuttering in the video is due to the 60 FPS recording, not the renderer itself. All assets used are from Sketchfab or Fab (Quixel Megascans).
github.com/EmbarkStudios/kajiya/tree/mainRealtime Godot 4.2 not Unreal, just assets from Unreal.Charles Dodge2024-06-12 | Exported Unreal demo asset as GLTF, and import in Godot 4.2. Had to lower the lights down, and fix a couple textures. The assets is here :
An Lightmap GI with 3 reflection probes in scene. No SDFGI, and no TAA. It is smooth, the jerkiness is from my cheap mouse, and recording at 60 fps.Anime Character Creation using GCCS addon for my game. WIP. Godot 4Charles Dodge2024-01-31 | Been working on anime(Vroid) model update/transfer to the Godot character creation suite. A lot of trial and error since the manual is very vague. Very few items transferred for testing. I have all blendshapes completed in Blender for the female model, just have to punch in the settings in the GCCS. I used shape transfer plugin for the clothing, to match the blendshapes of the anime model.This will only be used for my game.
Some issues I ran to are:
it saves only the character, colors, and hair, not the cloths. I will watch a few load/save videos to fix this.
Currently, the save character on the built version(export) does not work at all, gonna look into this.
I would like to add height, since I cant just use blendshapes for height and so on, cause the skelton3d stays the same size. Gonna dig deeper on this. I know someone has done it, just to contact them.
Also once completed, this would be good for making NPC’s as well :D
Disclaimer : I have contacted Vroid Stuidio headquarters and they replied stating it is okay to make a character creator for Godot as long it does not have an export feature, and no separate license is required. (I emailed them due to confusing EULA)Testing the Vroid character on Godot 4.Charles Dodge2024-01-05 | I am just testing the animation workthru of rokoko blender addon, wiggle addon and Vroid characters, before I start making a character creator for my game. I have messaged to Vroid creators, and their reply was - it is okay to create a character creator as long it does not have export feature, for in game use only. Since their EULA was a bit confusing. Here are some of the tools I used for the animation : (Note: warning very exaggerated at 17 seconds, you been warned :D)
rokoko.com/integrations/blender - love this tool, no more need to lose your Vroid armature due to uploading to Mixamo. Retaining stuff like hair, and dress armature where i can use wiggle addon.
No spatial shader was used, i just used the nextpass trick for the outline, for testing purpose only.
youtu.be/_rQGrVMQa6E - short tutorialNot Unreal, Not Unity, YOU ! (Godot 4) - Environmental test.Charles Dodge2023-12-30 | Just testing the 3D and GI limitations on Godot, a lot of things are not all LOD or optimized.I probably could push it even farther. SDFGI and reflection probes were used, as well as volumetric fog. Had to record at 1600x900 for smoother video recording, it runs fine at 1920x1080 at 60 fps synced. Running on Ryzen 3100, 32GB RAM and RTX 3060 12GB, and Mint Linux 21.3(Note: Mouse jerking, or stuttering is absent in playmode, it is the recording)
Terrain3D : github.com/TokisanGames/Terrain3D HungryProton Scatter: github.com/HungryProton/scatterGodot 4.0 Porsche Lighting Test - Real-timeCharles Dodge2023-04-11 | Testing lighting with HDRI Sky only, expect for a reflection probe for the hubs.No direction lights or any extra lights in this scene. Godot 4.0 on AMD Ryzen 3 3100, RX570 8GB video. The Porsche is from sketch fab, had to do a lot of adjustments to fit more for Godot. This is real-time, No SDFGI, Voxel or Lightmaps used. The video was captured at 1080p upscaled to 4k. Average frame rate 170 fps.
sketchfab.com/3d-models/porsche-911-turbo-996-2000-by-alexka-28dbd43350bf462c806d5ba3d608e1ccGodot can Do Version 2 - RealtimeCharles Dodge2023-04-07 | Thanks for all the feed back from the first video. I did some adjustments, enabling TAA for anti-aliasing. The game play is 1920x1080 recorded and upscaled to 4k. Some people assumed and believed I used movie maker to make the last video. So this is all camera free view, some quick and slow scenes. The jerkiness of panning is me with the mouse, it is a cheap mouse, and while recording it slowed down the smooth gameplay. it is hitting 70 fps before recording. No SDFGI in this one, just one Voxel GI. Screen might seem a bit dark, but I was matching it to the HDRI sky, which was rotated to match the shadows.unreal Godot - realtimeCharles Dodge2023-03-31 | Series of learning how to make Godot 4 tick. The canyon environment is an export of Rural Australia meshes from Unreal assets. Most of the stuff I could export, trees I could not. The first half of the video is the camera following on a 3D path, then I took over and played in free view style. To demonstrate that it is real gameplay, not recorded in video maker. All of this is running in real-time at 1600x900 resolution on my mere and Ryzen 3 3100 with 32GB and RX 570 8GB video card. The video was upscaled to 2k, hopefully, to show better on Youtube compressions. Don't mind my jerkiness on the mouse, that is me...This is my third week of learning Godot 4.0
non of the Sketchfab models were modified to fit better for Godot. None of these will be used for commercial use.Yes Godot 4 can do !!! Lighting Test - RealTimeCharles Dodge2023-03-10 | Just learning more about Godot 4.0 lighting. In the scene, it has HDRI sky and baked Voxel GI. SDFGI is not turned on. Attached is a simple camera movement, since I don't know how to use the movie maker yet. The credit for the models goes to Vintage Racing Car - Mateusz Woliński, Robot with minigun - Netiks, Car Scene - Toivo, and The motorcycle by AmvalUnity HDRP 2022 , SSGI and ILCCharles Dodge2023-02-16 | Trying to push the realism for UnityHDRP 2022 with built in SSGI and Indirect Light Controller in Unity. The scene was not baked. Pushing about 40 fps on 1080p with AMD RX 570 8GB. The asset is the Mountain Environment - Dynamic Nature.Unigine 2.16 GrassCharles Dodge2023-01-08 | Learning a bit more of Unigine's landscape features.Unigine 2.16 Linux TestCharles Dodge2022-11-26 | Testing imports of Unreal Assets ( non Epic or Megascans) to Unigine 2.16, simple setup. Still lots to learn. Asset sample is from Rural Australia.Unreal Engine 5.1 LinuxCharles Dodge2022-11-25 | Testing out Unreal Engine 5.1 for Linux, downloaded by using the free Epic Asset Manager, and the free Rural Australia from the Unreal Engine Marketplace. This map is sample number two. I am running AMD GPU RX 580 8GB VRam and 32 GB Memory. First half of video i move around the editor, not the best mouse moves, then i entered play mode. Averaging around 45 fps on High settings.Testing VR for mmorpgCharles Dodge2022-09-22 | Finally getting link free (using AirLink, no cable) using HDRP forest in VR, screen in Quest 1 is smoother than it shows on monitor....getting an URP version up too, see which one does better. I am running ~50 mbps on Airlink on my AC wireless router. Still need to learn how to add a physic object for walking up and down the terrain, but I am pretty stroked.Unreal Engine 5 running on Linux distroCharles Dodge2021-05-27 | Compiled and run the Unreal Engine 5 pre-release on Mint Linux 20.1. The load times are long, so beware. The video shows startup, and restart due to initial startup on 4k, even the HiDPI was enabled, it had to be restarted. Jump to 03:35 or 05:42 to see the editor. Specs: AMD Ryzen 3100, 32GB RAM, 500GB SSD, AMD RX 570 8GB on 4k monitor. Recorded in OBS Studio..Speed of lightCharles Dodge2021-05-01 | More to come.Is Time Travel Possible ?Charles Dodge2021-04-24 | 01001101 01101111 01110010 01100101 00100000 01110100 01101111 00100000 01000011 01101111 01101101 01100101Anime test in real life terrainCharles Dodge2021-04-15 | Anime test in real life terrain in upcoming MMORPG. Nothing is set in stone, very work in progress.Map Magic 2 TestCharles Dodge2021-03-28 | Making my own biome settings for any height-map. It consist of Scatter, Spread, Rarify, Adjust and Stroke. Trying out all the modifiers in Map Magic 2Unity Terrain TestCharles Dodge2021-03-19 | Finding good balance of textures, resolution and fps of terrain. Done in Unity using the Quadspinner Gaea and Map Magic 2 with Graphy FPS counter. Gaea is a standalone program.I created the terrain with it, export the heightmap, and import with Map Magic 2. Only four textures have been used for terrain.Gaea running in Linux using Wine.Charles Dodge2021-03-14 | Finally got Gaea running in Linux using Wine, still have issues, but getting closer. Wish they just make Linux version. It does crash randomly.Unity URP with Map Magic 2 and ATG.Charles Dodge2021-03-11 | Trying out Advanced Terrain Grass with Map Magic 2 in Unity. The scene does have DOF , cubemap sky and Global Volume. In URP renderer.Landscape and lightingCharles Dodge2021-03-05 | Think lighting is very important for my game.Unity Landscape test for future MMORPG.Charles Dodge2021-03-05 | Finalizing the look of landscape and lighting. The texture and character is just for testing. I wanted smooth landscape and good performance.My Anime Clothing TestCharles Dodge2021-01-19 | Currently with long sleeve gloves, boots , top and bottom clothing. Making it as flat shaded as possible but not to flat. The Anime UMA was made by me. All the clothing done in blender. This is just my beginner clothing models for future game. This is in Unity.Redesign of Character UI - WIPCharles Dodge2020-11-17 | Did not like the old character UI. This is WIP Character UI, there will be more changes. Let me know what you think.Character Creation in Atavism and UnityCharles Dodge2020-06-15 | Learning and programming my own MMORPG using Atavism 10.1 and Unity 19.4 LTS, this is my character creation scene using Synty Modular Fantasy Asset.Unity - Atavism - Synty testCharles Dodge2020-05-29 | Just a test, has issuesPrinter finishing on the 3D DIY SLA/LCD with belt system.Charles Dodge2019-11-17 | I think this is the only and first SLA/LCD 3D printer to use an belt system, and successfully a 24mm rook, took about 4 hours using Elegoo Grey resin. The printer consist of 7" LCD 1024x600, LED Array, Raspberry Pi 3 B+ Nanoshield v2.1 , Nanodlp program, DC Converter , carriage rails, Nextion Touch Screen, and Nema 17 motor, every thing else is printed in PLA.My DIY SLA Printer using Belt System.Charles Dodge2019-11-17 | I think this is the only and first SLA/LCD 3D printer to use an belt system, and successfully a 24mm rook, took about 4 hours using Elegoo Grey resin. The printer consist of 7" LCD 1024x600, Raspberry Pi 3 B+ Nanoshield v2.1 , Nanodlp program, DC Converter , carriage rails and Nema 17 motor, every thing else is printed in PLA.Testing Synty StyleCharles Dodge2019-07-14 | Just playing with a new asset, may change to this, since there are more assets for low poly than anime. The Room model is by Moyicat at Sketchfab : sketchfab.com/3d-models/the-great-sorcerers-room-4a26317612b14bef831b1b3305e20c1cTesting LOD on UnityCharles Dodge2019-07-02 | I am just testing my LOD system. Happens to be trees as a test subject, I made LOD very pronounced so you can see them change in the view. This will not be the actual final stage. This is on 500x500 meter terrain with 1000 Trees. Averaging 80 fps at 1920x1080 in the Unity Editor at Very High Quality setting.Testing the Landscape for MMORPG Project in UnityCharles Dodge2019-06-30 | Test the landscape of 3x3 terrains of 2k each with 9 different grass and plant types, and medieval buildings on Unity 2018.3. Also post processing and HDR Skybox was used.Toon and realistic environment in UnityCharles Dodge2019-06-22 | Trying out new style of combining toon and realistic rendering environmental. I did not like all toon look on previous videos. All is created in Unity 2018.3, no pipeline, however am using the Post Processing.Changed the ShaderCharles Dodge2019-06-19 | Changed the shader to Toon, same as the character, instead of the default shader for the Cottage and Props.Testing ArtStyle and Lighting for MMORPG KitCharles Dodge2019-06-19 | Doing an environmental test for an MMORPG Project of mine on Unity 2018.3Testing AnimationCharles Dodge2019-06-13 | Testing idle animation, color profiling, and lighting in post-processing on Unity for the upcoming game for MMORPG kit.Unity MMORPG Kit Asset by Suriyun - Game Instance List - example onlyCharles Dodge2019-05-03 | This is a scrolled "Game Instance" list in Unity inspector, was to lazy to take multiple screenshots and stitch, it is pretty slow, this is the default inputs for the MMORPG Kit's Scene, 00Int. This is just a example only.Learning to use Unity 3d (First month) on LinuxCharles Dodge2019-04-19 | Learning how to use Unity 3D for my game, my first month of learning tutorials and here is my results. This video includes what I have learned: how to code: character controller with collision,gravity and run; camera controller with zoom, orbit and collision; importing models and setup animator;, importing raw files for terrain; enable post processing, and use hdr sky for lighting. The drop in FPS is likely due to recording. I have just burly scratch the surface. I will post either 2nd month progress or the 3rd month , depend how much I have learned. Thanks for watching.Anycubic Linear PlusCharles Dodge2018-11-15 | where the first initial nozzle contact, once it makes a complete circle, there is a small jolt or bump, there is nothing on the bed causing it and it is not hitting the previous fill, I can remove filament and it will jolt the same location where the nozzle first makes contact near in air. Doesn't matter if is a circle square, different starting point, it always joint at the first initial contact.Anycubic Delta homing issuesCharles Dodge2018-11-13 | It doesn't always do it, but some reason it homes about 100mm then bangs to x tower. I turned it off before it does it..Cel shading UE4 - TestCharles Dodge2017-12-22 | Unreal Engine - Cel Shading with Outline and Real World Rendering Test.
Just testing my new shaders with outline effect on just few of the models: the character, one of the unreal props, stairs, female model, floor and cube.
Others are untouched (real world) including other unreal prop, bushes, chair , table and platform.
Notice that character also has real texture as well the cel shading unreal prop has real texture in cel shading mode.Tears of Steel - a darker settingCharles Dodge2012-10-01 | The open source movie was adjusted to a darker setting. I thought the orginal one was too washed out. Copyright is owned by Blender Foundation, not me.