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▲ dyarosla an hour ago

I literally just had Claude build a 3D modeler slice of Blender that I wanted but that also works in VR [video: (https://www.reddit.com/r/aigamedev/s/q5Y6cskYb9)]

I think the value of adapting full tools to your own workflow far outweighs the maintenance costs nowadays. The tool above for instance took my agent a couple hours and it was good to go. It wasn’t a small slice by any means either: it supports edit/obj mode, extrude, loop cuts, modifiers like subdiv, save/load, undo/redo, bones, auto rig, posing, and more.

Mind you, this is a slice of an open source tool which was still outside of what I wanted from it. Cost wasn’t even part of the equation here.

▲nico 10 minutes ago | parent | next [-]

Very cool. I’m in the process of creating a video game and building all the tooling around it, both for me and the players. And also, for doing things like recording a quick sequence of gameplay, “sandwiching” it with an intro/otro and posting to YouTube, then ingesting the engagement data to show on the internal player… still early days, not enough data to start optimizing on it, but I’m really enjoying building exactly what I want as I go along

One of the tools (built for me to score options of different assets): https://id-le.com/review/intro-logo-animation

Video: https://youtube.com/shorts/tlI9_XBuqVk

Repo: https://github.com/nicobrenner/id-le

Online: https://id-le.com/

▲t-writescode 43 minutes ago | parent | prev [-]

That's a pretty neat looking program.

Since Blender is OSS, you could probably use one of the existing VR views for Blender and write a bunch of in-app Python scripts to do what you want, if you wanted to also be able to output to Blender files and work within Blender already.

This looks like a pretty well-trodden area in Blender.

▲dyarosla 31 minutes ago | parent [-]

Yes I could fiddle and adjust - But see, i dont want that. I want a modeler that works how i want, some things that work like Blender and others that work a different way.

Adding scripts into an existing product does not serve this.

I think we are entering into a new era where we don’t need to accept fully featured software with all of its decisions should they not fit ours.

▲t-writescode 27 minutes ago | parent [-]

You might be surprised just how much you can rewrite of Blender's UI if you want to.

And you get battle-tested software and a huge collection of existing plugins, operational modes, export formats, all that. Fully bespoke software for everything you want is a way toward losing interoperability between people and platforms.

▲dyarosla 5 minutes ago | parent [-]

It doesnt have to be one or the other: you can have custom software that still works within existing/interoperable formats, as I’m doing here (im not planning to reinvent OBJ/FBX/BLEND)

But building up as opposed to building down or rewriting is freeing.

I can pull in ideas from Houdini and mix them in. I can use Blender’s source as reference for specific implementations should I need. I can keep my tooling specific to the projects Im working on and design it to fit that as opposed to build a workflow within the constraints software meant to be general purpose.

IMO, this kind of full customization is going to become far more commonplace.