Heyyyyyyyyyy
(https://quackers.gumroad.com/l/classic_modifier_menu)
Here you go
IIRC The reason is that old layout is getting cluttered. It least the modifier is searchable now, which I think is a great improvement.
It’s just a muscle memory issue for me, keep hitting S
after Shift + A
.
Yup, probably watched the same video. Those are much more focused on flat shading… like dead flat.
There is Abnormal addon but I find doing it with mesh data (beyond vertex weight / vertex color) is kinda cumbersome.
After some fooling around, I find using normal form texture coord node is all I need.
Not great but good enough, most importantly not ugly. Quite easy and fast to apply to different model too.
Barbara from Genshin - Mihoyo
Node
I also have a similar side project planned for a revamp. Successfully made a v1 with grease monkey (vanilla JS) + stylish back in maybe 2016. Super dangerous to keep firefox 56 running only for this front-end. Just need to do the v2 then migrate to latest librewolf.
I want to redo the whole thing in Vue, client side routing with build step. The problem is that
My goal is not to change the UI but wipe the whole page and start over with custom API call instead. V1 do this by visiting a 404 route to stop unnecessary load and use my own URL param for the API call. For bonus cringe I used local storage for database.
Ended up having to use userscript, and now I’m kinda stuck with how to mash Vite build and tamper/violent monkey together :(
Do you have any suggestion or resource I can learn more on this?
Thank you. After thinking about it overnight, I realized I asked a wrong question. Your answer still helps greatly and get me more than half way to satiate my curiosity.
Tolerance grade and example objects that require different grade/minimum pi accuracy is what I was looking for.
TIL there is a closer approximation than 22/7
Thank you, I already skimmed through that article before posting. Maybe I failed to put my question into words properly.
I want examples similar to pool/fence circumference in the article. Along the line of “We’re building x, and this is the worst rounding we can go, one fewer digit and it will be off by y”
I would not place my hope on kadokawa doing anything like that. I don’t think they even care about anime industry aside from make money part of it.
Misinformation may reduce repeat visit, that part, I have no idea if google take into account when they rank the result. Domain/page age also plays a role. But what about other “problems”? If I try to de-optimize every items on that guide, will it speed up the de-rank as well?
Regarding SEO, What’s stopping maintainers from vandalizing their own fandom page?
It would not be difficult to make a bot to update fandom page with a convincing but slightly wrong info, after a few hundred iterations, it’s all useless. Go look at what google recommend and do complete opposite. I’m convinced this will bomb ranking and put whatever wiki they migrated to at the top.
Can you explain a bit more about “zooming, different levels of detail” you mention? Maybe break them down to separate issue you are having with the library, what does it do, what do you want that it’s not doing. If there is a way to tweak it then you don’t have to build the component from scratch.
But if you already abandoned the idea of tweaking timeline-js then you can have full control in vue, have to build it yourself though. Start by breaking the functionality of the timeline into separate interaction. From a quick look, timeline-js just make style attribute reactive. Have a box? good. Now put really long div in it with placeholder texture. Can you drag/scroll it? no? grab a suitable function from vueuse and make it scrollable. Follow with markers, zoom, dummy event items, data fetching (the actual width, marker spacing, events placement can be calculated from timestamp in json after this step), lazy loading, styling, animation, so on.
I don’t know how much experience do you have with each things required (html, css, js, vue) so it is a bit difficult to give useful answer.
Events?? TimelineJS3/blob/master/API.md
Not sure what else is available if you want to build the component yourself though.
but note that because TimelineJS’s primary use case is the embedded iframe, some of these methods have not been thoroughly tested.
I think you can replicate most of its function with vue alone, skip all the tedious work with vueuse. Lazy-load with Intersection Observer. Basic events and refs for zoom level.
I would start with putting all entries into a usable format. A CMS will help a lot. Maybe a JSON from your django server containing batch of entries, its timestamp, length, importance, tags, etc. Anything that is required to place entry on the timeline properly in vue.
EDIT:
Have you tried the official tutorial?
Flac is a low bar for any music player though. I don’t know whether itunes support it yet, don’t care.
I’m sure Rhythmbox works well for you and that is great. But I also need some niche features which might not be in it.
Mostly conversion and forensic thing.
ape tak tta format, bit compare, audio checksum, mass-tag/batch-tag, replaygain, custom playlist columns, statistic driven field. Don’t know what else until I try and find it’s missing.
I’m also sure I can get all those and more in different cli tool if I want but getting them in one software is very convenient.
After a quick look, DeaDBeeF might have most of what I want.
- Sort and group the tracks in any order you wish, using advanced Title Formatting scripting, compatible with Foobar2000
Got the date wrong, last time I tried it was 2018. Lot of new features added since then.
What if I use foobar and will not settle for anything less?
I have not fully moved to linux yet. Last time I tried it through wine back in 2020 it ran like shit. Deadbeef did not have feature parity either. Wonder how good is it now.
There is a trend line of the amount of shit you need to do to get linux to do things you want.
There is a trend line of the amount of shit you need to do to stop windows from doing things you don’t want.
Those two lines have crossed quite a while ago.
If you’ve just open Blender for the first time and then you’ve tried to… do things.
Maybe, trying to see how far you can go… without getting help. [laugh]
You might have discovered… you need help immediately.
-- some donut guy
This is janky but will do the best I can. Maybe someone way smarter than me can find a more efficient way to do it.
I’m doing this demo on some park with Butt in Germany (OSM)
Blend file
Layout window
Node setup
Limitation
Line of sight is made from the ‘origin’ of (building) geometry (one-to-many).
I have tried the same method but in reverse and combine lines of sight (many-to-many) and iterate through them but can not get any result, ‘position node’ output is changed based on whatever you are using with it and two sets of point cloud hurts my head.
However, with this node setup if you model each room as separated object, it will still work but at room level instead of building level. Wowowee itsa very nice. Just no way to quickly get an ID that I know of.
Process
EDIT: I forget to expose obstruction selector, you can select it inside geometry node window. I also got an idea for V2 which may solve issue of getting IDs list. Will try again tomorrow.
HAPPY ACCIDENT: you can also stack the modifier and select another target, spreadsheet will show another line of visibility attribute for each additional target in the stack.
Be careful though, too much and blender might crash.
I don’t recommend watching/doing the whole donut series, but you still need some familiarity to get around and understand more complex part of blender that other tutorials may teach you :|
Maybe you can cobble together something even better from these tutorial channels. Erindale, Chris P
Yep… this is tough. After reading through another of your comment, I’m not sure if geometry node alone can handle this.
The answer/solution will depends on how accurate or detailed you want for the result.
If you count any single point on a building that can see any amount of a park as a ‘pass’, that will be easy. But when you start to dice them down to each floor or room unit, then it will be a bit harder. If you also want to check how much of the park you can see from certain room too, it will be even harder. If you want to list all that, I think you will have to write python code. The complexity will scale with amount of rooms, buildings, parks.
If the amount of objects that you considered ‘lit up’ is possible to select and move into another collection by hand in reasonable time, then maybe geo node is enough. From your result, how many are those?
Spreadsheet window (geometry node workspace) can list vertices/edges/faces and other things with custom attribute they have (in this case, see a park or not see a park). It can also list name of object in a collection but I’m not sure if it can also display extra data alongside it though, it’s not the right tool for the job.
Geometry node with raycast
EDIT: Removed rough description
After some fiddling… I have ran into a problem of how to raycast from many-to-many points.
Currently stuck to either boolean visible or not visible. In real life you would want a some form of how much you see it (float value).
Will get there eventually, this is a nice exercise.
EDIT again: Update with new top level comment
For quick overview of frameworks… there is Brad Traversy and Jeff Delaney (Fireship)
Shop around and pick a few to try out then dive down when you finally find a framework you like ¯\_(ツ)_/¯
Is this gonna be equivalent of ESLint + Prettier but in one performant package?