This add-on provides level of detail for meshes, lights and particles. It can be used to improve performance in large scenes significantly.Features:- Supports lights, meshes and particles (Particles and CPUParticles).- Each node has its own LOD distance properties, but you can also define a LOD bias project setting to improve visual quality or performance for the target hardware.- Lights can have their shadow smoothly fade off with distance, then the light itself smoothly fade off as well.- Works with both the GLES3 and GLES2 renderers.- Written in performance-conscious GDScript. Easy to install and use, but scales to hundreds of LOD instances (and perhaps thousands on more powerful hardware).See the usage documentation at: https://github.com/godot-extended-libraries/godot-lodDemo project: https://godotengine.org/asset-library/asset/730
This asset holds a scene configured with a path and a child camera, which looks at a selected node in the inspector being the movement of the camera restricted to the path. The camera will go to the closest point in the path to the selected target automatically.Update 1.1: Cleanup and now the CameraPath3D can take a child Path node or another CameraPath3D node and transmit his unit offset for various effects.
This is a CSG to MeshInstance converter plugin
Quickly build 3D meshes via basic shapes and self-created shapes
Adds a fur node to Godot 3.5.* Fur can be styled with textures and various parameters.* Works on static and skinned meshes.* Fur can be styled using blendshapes.* Fur moves based on gravity and postional and rotational physics around pivot point.* Built-in LOD system.Version 0.3.0 Changes* Addon tested against Godot 3.5* Various shader fixes related to transparencyVersion 0.2.0 Changes* Improved UI, now dynamically parses shader for better use with custom shader* GLES2 support* API option for growth, for effects of the fur growing through animation or script call* Ability to control fur length, density, thickness and growth offset with a single RGBA mask textureVersion 0.1.1 Changes* Improved UI* Two additional fur patterns* Performance improvements* Experimental mobile support* Bug fixes
Create tile-based 3D levels for dungeon crawler -style games.See GitHub repository for more information:https://github.com/ReunMedia/godot-levelblock
Add an NImate node to the scene to begin - its variables should be self-explanatory.Requires Delicode NI mate. Use default settings with skeleton tracking enabled.Delicode NI mate Installers:Windows - https://github.com/hoontee/godot-ni-mate-motion-capture/raw/master/ni_mate_installers/Delicode_NI_mate_v2.14_Installer.exemacOS - https://github.com/hoontee/godot-ni-mate-motion-capture/raw/master/ni_mate_installers/Delicode_NI_mate_v2.14.dmgUbuntu 64-bit - https://github.com/hoontee/godot-ni-mate-motion-capture/raw/master/ni_mate_installers/Delicode-NI-mate_1.20-ubuntu_amd64.debUbuntu 32-bit - https://github.com/hoontee/godot-ni-mate-motion-capture/raw/master/ni_mate_installers/Delicode-NI-mate_1.20-ubuntu_i386.deb
This is a PBR painter plugin for Godot 3.xYou can paint albedo, glossiness, metalness and emission, with colors and/or textures. By using the UI you can specify the intensity and size of your brush. Three modes are available: brush tool, bucket tool (fill) and eraser.
Allows removing areas of a navmesh defined by scene-placed AABB-nodes (also provided by the addon). Only removes whole polygons whose points fall inside the AABB, does not clip them to their precise bounds (for now?) - see screenshotMainly useful to remove unused floating islands that tend to almost always be generated when baking heightmaps.Quick How to:Add 'AABBNode's (=areas of exclusion) as children of a NavMeshInstance and select the NavMeshInstance. Next to the Bake button in the menu-bar a 'Clip' button will appear.Clicking it will process any existing baked navmesh, so the order is Bake->Clip
In-editor box modeling tools for ArrayMeshes.See https://github.com/jarneson/godot-ply for full documentation.
This tool does two things:* It creates ragdolls with RigidBodies and Generic6DOFJoints, instead of PhysicalBones.* It implements a simple animation tracer using joint motors, to mimic the popular method of creating Active Ragdolls[1].** WARNINGS AND USAGE ON GITHUB PAGE**The provided joint script is meant to create a Torque Driven[2] active ragdoll, however, given that it is attached to Joint nodes, its behaviour can be reprogramed, and adjusted for your own needs.[1] - https://www.youtube.com/watch?v=HF-cp6yW3Iw[2] - https://www.youtube.com/watch?v=hQub6caVlpY
Export CSG Meshes with 1 click How to use :- Combine all your CSGMeshes under a CSGCombiner node then press (Export to OBJ) in the Spatial Container Menu.Limitations :- Only works when you select 1 CSGCombiner node (Cant multiselect)- Only material diffuse and emission colors will be exported (Textures and maps wont be exported, but you can add them manually in your 3D editing software) - The plugin is still experimental ,so please report for bugs at: [email protected]=== New Version 0.3.2===*Bug fixes by (@szabotudor):--Object variable is cleared before being reused (to avoid stacking old meshes over new ones)*Bug fixes by (@mohammedzero43):--Fixed an issue with exporting .mtl and .obj with unmatched names=== New Version 0.3.0 ===*Usability improvements by (@Janders1800) :-- Added a FileDialog so the user can select where to save the exported obj file=== New Version 0.2.0 ===*Bug fixes by (@Henriquelalves) :-- Empty materials will now have a default material applied-- script fixes in writing object name