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Aaron Franke

@aaronfranke.dev
104 followers 29 following 9 posts

Software Engineer. glTF enthusiast. Frequent contributor to Godot Engine. Furry. He/him. Born 1999-01-13.

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Reposted by Aaron Franke
LucyLavend @lucylavend.bsky.social · 15/11/2025
It does hahahah
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Aaron Franke @aaronfranke.dev · 16/06/2026
It's funny watching GitHub CoPilot ( @github.com ) try to run Linux commands over and over on Windows. The PowerShell equivalent is `Select-Object -Last 100`, by the way.
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Reposted by Aaron Franke
LucyLavend @lucylavend.bsky.social · 06/04/2026
Sometimes it feels like the Godot devs are just making stuff up lol
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Reposted by Aaron Franke
Basis @basisvr.org · 26/01/2026
This week, we tested out vehicles! We held a team scavenger hunt, which was a lot of fun. thankyou -> @aaronfranke.dev, for the vehicle's logic @cnlohr.bsky.social for cilbox @maebbie.bsky.social for putting together the video below Basis is a framework, MIT-licensed, built on top of Unity
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Reposted by Aaron Franke
Tabski @tabski.bsky.social · 11/01/2026
Yinglet Creator version 1.1.2 has been released. A community contribution from the talented @aaronfranke.dev, this update adds additional export functionality for glTF, VRM, and G3MF formats. Full patch notes: store.steampowered.com/news/app/395...
store.steampowered.com
Yinglet Creator - More Export Functionality - Version 1.1.2 Patch Notes - Steam News
Happy new year! Export support has been added for the glTF, VRM, and G3MF formats Unlike the Blender export, these formats will actually export sliders These formats also export with a ready-to-use se...
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Reposted by Aaron Franke
LucyLavend @lucylavend.bsky.social · 15/11/2025
The Godot patch notes made me laugh, so I added sound effects to it
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Aaron Franke @aaronfranke.dev · 11/11/2025
A new dynamic seat system is coming to Basis VR @basisvr.org! It includes support for any size avatars on any size seats, in any orientation, with the legs and spine at any angle. This uses the same data as in the @openmetaverse.bsky.social OMI_seat standard. PR: github.com/BasisVR/Basi...
This seat system is designed to be much much better than the seat system found in VRChat. It theoretically can allow for any character to fit to the seat, and have them line up properly, with their knees over the edge.The surface of the seat is defined with 3 control points for the back, knee, and foot positions, and a spine angle, which collectively define the surface of the seat. This is much better than a single transform, since it provides enough information to calculate how to fit any sized avatar to a seat, whether the character is tiny or huge. Similarly, the same applies for really big seats or really small seats.When a character's legs are shorter than the available space on the seat, the back and foot IK positions will move forward or up, respectively, to keep the knees aligned with the seat. When a character's legs are longer than the available space on the seat, the knees will be moved instead to make room. If a character's upper leg is shorter, the knees will be moved forward. If a character's lower leg is shorter, the knees will be moved upward. If both happen, the knees will be moved both up and forward.The control points do not have to exist at 90 degree angles to each other. You can change the relative angles any amount and the legs will bend in response. For example, if you want to kick back, just move the foot control point forward a bit. You can also adjust the spine angle if you want the character sitting on the seat to lean back. At the extreme, you can even make the character sit in a way that is almost entirely laying down, or almost entirely standing up (as long as the control points are NOT perfectly collinear).
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Reposted by Aaron Franke
Chris Murphy @highlyspammable.bsky.social · 06/06/2025
If Unreal can switch to Y up, America can switch to the metric system.
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Reposted by Aaron Franke
passivestar @passivestar.bsky.social · 04/03/2025
WebGPU support github.com/godotengine/...
github.com
Add WebGPU support · Issue #6646 · godotengine/godot-proposals
Describe the project you are working on Looks like this will ship with Chromium 113 and Firefox 113 (yes, both will have the same version). See https://developer.chrome.com/blog/webgpu-release/ and...
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Reposted by Aaron Franke
passivestar @passivestar.bsky.social · 04/03/2025
Nested collision shapes in bodies github.com/godotengine/...
github.com
Allow CollisionShape nodes to be indirect children of bodies by aaronfranke · Pull Request #77937 · godotengine/godot
EDIT: Note that when this PR was first opened there were some caveats, but those have been resolved now. It should now be fully working including supporting when any node in the tree updates its tr...
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Reposted by Aaron Franke
passivestar @passivestar.bsky.social · 04/03/2025
Global addons github.com/godotengine/...
github.com
Add support for global plugins/universal addons · Issue #831 · godotengine/godot-proposals
Describe the project you are working on: For this the specific project doesn't matter, what matters is that I'm using the same addon for several of my projects. Describe the problem or limitation y...
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