Sean Tilley

Sean Tilley

@deadsuperhero.com

Former Community Manager of #Diaspora, actively involved in reporting on decentralized technologies and the #fediverse at large. The clump of brain cells behind brands.town, spectra.video, and wedistribute.org

482 followers177 following639 posts

Sean Tilley reposted

I'm really excited about this, but a little bit scared that people are going to read "Fediverse Yahoo" and make fun of me relentlessly.

We Distribute@wedistribute.org

We are thrilled to unveil the #Fedizen project. Powered by Bonfire, built for the Commons, we are creating a new type of #Fediverse instance that aims to aggregate and curate the best parts of the network.

Sean Tilley reposted

Manifesting: backing for a fund that makes a donation or investment in open social web projects (depending on status) on the condition that the full teams attend in-person human centered design training and mentorship, and commit to building based on real needs. Whose problem are you solving?

Naming things is this really frustrating exercise where you balance four things: 1. Does it sound and feel good? 2. Does anything else use it? 3. Is there an alignment between the name and meaning? 4. Can I afford the domain name?

I think what's really driving me nuts is that every really amazing name I come across is taken, but most of them point to blank Web pages and would likely cost thousands of dollars to acquire. Fuck Capitalism.

Been super sick recently due to a GERD and acid reflux. It's annoying, because it's not regular sickness, but I'm dealing with very poor sleep quality right now.

Playing through Fallout 3 for the first time in ages and…God damn, I forgot this one was so dark and depressing. It’s a lot more somber compared to the later games.

Please, please check these people out. There's some really amazing musicians with great personalities that are involved.

We Distribute@wedistribute.org

There's a huge amount of talented artists on the #Fediverse, and they're coming together in the next few days to do an awesome live virtual festival. Everyone is invited!

So, the reason this happened: the Root bone used in two different character models are located in different places. Retargeting got confused. My character's root bone is in his pelvis. The same thing for the animation source is between the feet. The difference causes the stretch.

From the waist up, everything works. Once we get to that bone mismatch, retargeting breaks, so my guy's legs don't work at all. The solution here is to do a different kind of retargeting in Blender, to build an animation library that's specifically compatible with MakeHuman models.

Sean Tilley reposted

Roundabout, our local community app, is going to power chicago.org, allowing millions of Chicagoans to connect and share with each other. Here’s more about what we’re up to, including what sets this apart from messy, noisy, profit-driven social media apps: newpublic.org/chicago

newpublic.orgChicago Public Media and Roundabout partner on chicago.comOne of the country's largest public media organizations is teaming up with a nonprofit digital platform to host online communities in Chicago.

Hair systems in Blender are absolutely wild. This is a plugin called Hair Tool, and I'm just starting to get the hang of it. It feels super complicated at first, but the idea of really digging deep and making super custom assets for characters is really interesting.

One kind of maddening double edged sword of open source projects: occasionally, you find one that's really cool, but the author disappeared, the code is unfinished between V2 and V3, and you're left trying to understand what this person was doing.

The concept is really cool, and there's some practical ideas for what can be done with it. What if your game engine handled what every character looked like, and you could even do character creation / authoring in-engine if you really wanted to?

I'm not gonna lie, my first playthrough of Baldur's Gate 3 has been an absolute journey. There's so much game in this game. But I'm finally at the Raphael fight, after haphazardly breaking into Hell after a sketchy portal-opening ritual, and I'm in awe.

My heart and love goes out to my friends attending #FediCon. I'm in the airport heading to California today, dealing with a family health emergency. Please be excellent to one another.

So, Arizona got its first Buc-ees recently. It's 74,000 square feet. My wife and I visited yesterday, and listen: this place looks like an AI-generated fever dream. It's like the shop part of Cracker Barrel plus a food court plus a grocery store plus a gas station.

I should probably first fix the animation stuff before I start developing an entirely new feature... Trying to adapt a 3D model to work with custom animations sucks so much, though...

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I guess I could try taking the rig off, or starting over on my character model. That at least seemed to work. But I'm bewildered at why the rig does nothing after retargeting.

I should probably first fix the animation stuff before I start developing an entirely new feature... Trying to adapt a 3D model to work with custom animations sucks so much, though...

Conceptually, this should be an easy fix. Just match up the bones and use a retargeting plugin, right? What's maddening is that this goes completely haywire if your model is already rigged. For some reason, bone animations don't carry over to rig parts?

While I have nothing to show for it visually yet, my #Godot game now supports per-Actor inventories and items! This part was pretty easy; every Character has a dynamic array of inventory items, with methods to add, remove, or transfer. The harder part will involve building the representative UI.

Sean Tilley reposted

🧵 Blacksky is looking to buy a server for $30k USD. We'd like the following specs or better: - 384 GB RAM - 80 TB NVMe; ZFS RAIDZ2 in 2 vdevs - 1 Gbps + 10 Gpbs burstable - at least 84 threads for the CPU(s) - Ideally somewhere in the eastern half of North America but open to North America and EU

I swear, every time I step back into the AT Proto ecosystem, I feel like apps and frameworks and data have advanced ten times over. People are building really crazy stuff over here. I feel like it's way over my head, which is kind of exciting.

From a hobbyist perspective, #GameDev is all about learning a bunch of different things all at once. This has been especially true in my transition from 2D to 3D game development.

I might sound like I complain a lot, but the past few months have been super productive! I'm getting closer and closer to assembling a framework / template for the exact kind of games I'd like to make, which feels incredible. Just have to master a dozen more things. 😭😅

I'm getting closer to getting animation retargeting to work for my character models in Blender, but dear God, it's painful. So much of this is trial and error just to figure out the "right" way to do things. Hopefully by tomorrow, I'll get a bunch of animations working for my Godot game.

One of my biggest lessons learned so far is that not all model rigs are the same. Some have more bones, some have less, some require weird rig adaptations. I've had my poor character bent into all kinds of positions because of incorrect assumptions. It's not fun.

At least once I try this again tomorrow, I should be able to make my guy walk, run, jump, crouch, pick stuff up, open doors, and so on. But God damn, what a headache.

My mother in law, a very sweet human being, is finally joining Mastodon. This is all fine and dandy, but the cherry on top is that she called it "MasterDom", which sounds like the FetLife version.

Weird 3D #Gamedev question: when designing 3D environments for your game, how do you put it all together in your engine? Do you design it all it Blender or a similar tool, before exporting the whole thing, or do you assemble it piecemeal in your game?

Slowly making progress on 3D stuff with Godot engine. Today's experiment involved staging elements to go in different rooms. Kind of janky, but I learned some new things today. There, uh, were supposed to be walls, but that part didn't work with the Blender export! 😅

Minor gripes to work through: antialiasing is kind of jank, there's a weird jitter when I move, for some reason I can pass through objects like a ghost, and I still have no idea what the ideal pipeline / workflow should be for moving stuff from Blender to Godot. But it's progress!

Also: if I want to make a proper "character home" it needs to be 1000 times more cluttered. Which means I have to learn to create a bunch of assets for that.