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File: MC_ANIM.mp4 (1.3 MB, 1920x1080)
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What animation making program and 3d modeling does /g/ use?
I use Blender (pic rel is my animation that I made right now)
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>>109562523
very cool. I used to draw violent cartoons frame by frame in paint.
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>>109562523
>>>/3/
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>>109562523
Mspaint
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>>109562523
years ago i used this program called mineimator or something
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File: noise.mp4 (1.59 MB, 1280x720)
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ffmpeg
not into 3d for long time
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Too braindead to make use of blender back then, I heard that Dreamworks used their own proprietary software and just gave up.
Now GenAI is replacing everyone and killing jobs from the animation industry.
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>>109564420
>Now GenAI is replacing everyone and killing jobs from the animation industry.
That makes me so fucking happy. I've started giggling like a fucking down lunatic as I read it.
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>>109562523
minecraft's internal graphics format is so completely fucking retarded it's hard to appreciate just how stupidly inefficient and backwards it is
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>>109564743
Which format? Minecraft changes the graphics every 5 releases lol. Alpha, beta, release 1.6+ and release 1.12+ and now release 1.18+ all have different graphics formats
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semi related / my blog

I've been considering using Blender not for 3D but for video editing, I heard it's good for that.
I've managed to go my entire life only using ffmpeg for basic cuts, filters, etc. except very few times where I used virtualdub for more complex bigger videos.
Recently tried OpenShot and it was good enough for what I needed to shit out some short private video, and it had me thinking about Blender.

Seems like it would be useful to learn/know since you could then use the same program to both create the frames and edit them. Open source and popular so I trust it will sustain and be relatively maintained. While also not being fuckhuge and slow like some of the other video editors.
It's odd though cause I don't really have a need for 3D, so I'm still not sure if it's the right tool to learn for this or if I should consider other programs. I really prefer open source and cross platform software because I don't want to be locked into a specific OS and also want the possibility of patching things myself if I need to.
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>>109564765
i was hacking it with neoforge like a 1.5 years ago
i know graphics well, and worked through the engine carefully to do some non-trivial programming.
it's very strange and limited. only supports rectangles, has inconsistent coordinate systems, has left handed coordinate systems mixed in, has inexplicable offsets, and the texturing is retarded to boot.
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>>109562523
flash and 3ds max
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File: saturn.webm (3.78 MB, 1920x1080)
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>>109564811
(Different Anon)
>only supports rectangles
Interesting. Reminds me of how the SEGA Saturn rendered with quads.
I guess it does make sense for Minecraft to do this considering blocks is their entire foundation.
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>>109564836
Don't most OpenGL versions render cubes faster if you do it with the GL_TRIANGLE mode than with GL_QUADS mode? kek
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>>109564854
I'm no expert but I assume it depends on the hardware and software stack. On something like the Saturn, it's designed for quadrilaterals so I imagine that would be faster. But today and even then, most things are built around rendering triangles not quads.

Ignoring performance though, it makes sense to me aesthetically why they would base their rendering around quads and encourage their developers to fit in that constraint I guess.
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>>109564836
>rectangles
i meant rectangular prisims
i think people called them cuboids w.r.t. mincraft
it's an necessary restriction, even if the style of the game uses them extensively
i'll add the textures are mapped out in a rigidly defined unfolded cube, which is annoying and wasteful

>>109564854
i don't know what draw call gets used, but it's likely triangles
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>>109564879
mathematically, triangles make a lot more sense for rendering
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>>109564907
My biggest question here is what happens to invalid quads? A triangle cannot really be invalid since all three points make up a valid triangle, but a quad CAN be invalid. So what does OpenGL even do in that situation? Does it just not render it?
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>>109565109
Invalid in which way? I imagine if you need a triangle you can just ignore the 4th point by putting a point midway between 2 other points? Or do you mean like invalid intersections.
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>>109565151
For example
(0, 0, 0)
(1, 0, 0)
(1, 1, 0)
(0, 1, 1)
is not a valid quad, because it is not planar. You need two triangles to represent this.
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>>109565109
implementation dependent
however, all implementations that i am aware of bust up a quad into 2 triangles
some older renderers guaranteed only a convex hull would be filled, but i don't know what algorithms they were using to realize that sort of behavior
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i remember seeing this peak over half a decade ago
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>>109565750
How can you see something that was created today in the past?
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>>109565761
I am John Titor, I have come to the 2020s to rest for a bit before heading to 1998
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>>109565109
OpenGL quads can't ever be invalid... because it always converts them into triangles.
I don't think there's ever been a GPU that natively does 3d quads, because that's retarded.
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>>109565974
Maybe. But you can convert quad to triangles in many ways. Usually it doesn't matter, but if the quad is non-planar like >>109565174, then the shapes will be different depending on what is the order
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>>109564835
>flash
My nigga
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>>109566251
>you can convert quad to triangles in many ways
That's the danger of using quads. The GPU triangulates them however it wants, which might be not the way you want it to.
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>>109564809
Video editing for blender is criminally underrated
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>>109562523
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>>109567433
woah
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>>109566267
Made me think of: https://www.youtube.com/watch?v=0DTyB7o_6HU
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File: 445d07.png (1.01 MB, 1288x1221)
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>>109564628



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