Sean Tilley @deadsuperhero.com · 16/09/2026I blogged a bit about my experience with doing 3D game development with #Godot. This time, I focused on creating character models.deadsuperhero.com3D Game Development and Godot, Part II: ModelsFacing an Uphill Battle 020
Sean Tilley @deadsuperhero.com · 16/09/2026Playing through Fallout 3 for the first time in ages and…God damn, I forgot this one was so dark and depressing. It’s a lot more somber compared to the later games. 000
Reposted by Sean TilleyRabble @rabble.nz · 24/08/2026I’m really excited to see the new Blacksky.cash from @blackskyweb.xyz come together. Community controlled money is an important step towards autonomy and self determination.blacksky.cashHome - Blacksky Cash 13610
Sean Tilley @deadsuperhero.com · 25/08/2026Please, please check these people out. There's some really amazing musicians with great personalities that are involved. 043
Sean Tilley @deadsuperhero.com · 24/08/2026Best of luck! Road trips are extremely fun, especially if you're going cross-country to the West Coast. 010
Sean Tilley @deadsuperhero.com · 22/08/2026From the waist up, everything works. Once we get to that bone mismatch, retargeting breaks, so my guy's legs don't work at all. The solution here is to do a different kind of retargeting in Blender, to build an animation library that's specifically compatible with MakeHuman models. 000
Sean Tilley @deadsuperhero.com · 22/08/2026So, the reason this happened: the Root bone used in two different character models are located in different places. Retargeting got confused. My character's root bone is in his pelvis. The same thing for the animation source is between the feet. The difference causes the stretch. 200
Reposted by Sean TilleyRoundabout @roundabout.town · 21/08/2026Roundabout, our local community app, is going to power chicago.org, allowing millions of Chicagoans to connect and share with each other. Here’s more about what we’re up to, including what sets this apart from messy, noisy, profit-driven social media apps: newpublic.org/chicagonewpublic.orgChicago Public Media and Roundabout partner on chicago.comOne of the country's largest public media organizations is teaming up with a nonprofit digital platform to host online communities in Chicago. 2318
Sean Tilley @deadsuperhero.com · 22/08/2026Another day, another learning moment. Here's animation retargeting in Godot. #GameDev 161
Sean Tilley @deadsuperhero.com · 22/08/2026Hair systems in Blender are absolutely wild. This is a plugin called Hair Tool, and I'm just starting to get the hang of it. It feels super complicated at first, but the idea of really digging deep and making super custom assets for characters is really interesting. 030
Sean Tilley @deadsuperhero.com · 20/08/2026The rain is pouring down hard in Mesa, Arizona tonight. This song feels perfect for a storm. #NowListeningyoutube.comAny Way The Wind BlowsYouTube video by The Mothers Of Invention - Topic 000
Reposted by Sean TilleyRabble @rabble.nz · 18/08/2026I thought it'd take a few weeks to get @divine.video fully launched when we announced it in November, and it took 9 months, but were here! www.engadget.com/2239070/vine...engadget.comVine reboot Divine is now open to everyone, no invite code required - EngadgetDivine now has more than 2 million videos from Vine's original archive. 4509
Sean Tilley @deadsuperhero.com · 19/08/2026The concept is really cool, and there's some practical ideas for what can be done with it. What if your game engine handled what every character looked like, and you could even do character creation / authoring in-engine if you really wanted to? 010
Sean Tilley @deadsuperhero.com · 19/08/2026Right now, I'm exploring a very cool project called Humanizer, which is a from-scratch reimplementation of MakeHuman, implemented purely within the Godot engine.github.comGitHub - NitroxNova/humanizer: convert MakeHuman to Godot4convert MakeHuman to Godot4. Contribute to NitroxNova/humanizer development by creating an account on GitHub. 110
Sean Tilley @deadsuperhero.com · 19/08/2026One kind of maddening double edged sword of open source projects: occasionally, you find one that's really cool, but the author disappeared, the code is unfinished between V2 and V3, and you're left trying to understand what this person was doing. 210
Reposted by Sean TilleyStefano Marinelli @bsd.cafe · 11/08/2026Another step closer to release! The official website is now live at littlefedi.org with documentation and project details. Take a look and let me know what you think! #littleFedi #Fediverselittlefedi.orglittleFediA small ActivityPub server written in Go. One binary, no runtime, no external services. 4418
Sean Tilley @deadsuperhero.com · 15/08/2026I'm not gonna lie, my first playthrough of Baldur's Gate 3 has been an absolute journey. There's so much game in this game. But I'm finally at the Raphael fight, after haphazardly breaking into Hell after a sketchy portal-opening ritual, and I'm in awe. 020
Sean Tilley @deadsuperhero.com · 13/08/2026Never forget: the Fediverse took like 20 years to get where it is, and that required a lot of tech and standards to emerge and evolve. Atmosphere is happening at a faster clip largely due to available tech, funding, and builders. But it's not magically happening overnight. 030
Sean Tilley @deadsuperhero.com · 12/08/2026> Look over at dog. > Dog meets my gaze > Wags his tail Life is good. 050
Sean Tilley @deadsuperhero.com · 12/08/2026That reminds me, I need to fix my Eclipse installation. 😂 010
Sean Tilley @deadsuperhero.com · 12/08/2026There is nothing like coming home to your own bed, and nothing like coming home to your dogs. I slept so good last night. 010
Sean Tilley @deadsuperhero.com · 12/08/2026Hey friend, sorry for the trouble! Was away on a trip for family health concerns. I'm currently working through the queue and getting the server to a healthier place. 110
Sean Tilley @deadsuperhero.com · 06/08/2026Hey, as long as there's clear instructions on how to make the thing work, I'm okay with being given a tarball, for all I care. 020
Sean Tilley @deadsuperhero.com · 06/08/2026The PA system at this airport has the same automated voice from the Xtranormal meme videos. You know, the "NodeJS is Web Scale" voice. 000
Sean Tilley @deadsuperhero.com · 06/08/2026This is profoundly ugly. And I say that having worked with physical package processing software and vehicle maintenance tracking systems. 000
Sean Tilley @deadsuperhero.com · 06/08/2026My kingdom for a proper mobile-friendly view of @nextcloud.bsky.social Office documents. I thought it was going to be comparable to Google Docs, but I was wrong. 000
Sean Tilley @deadsuperhero.com · 06/08/2026My heart and love goes out to my friends attending #FediCon. I'm in the airport heading to California today, dealing with a family health emergency. Please be excellent to one another. 050
Sean Tilley @deadsuperhero.com · 04/08/2026So, Arizona got its first Buc-ees recently. It's 74,000 square feet. My wife and I visited yesterday, and listen: this place looks like an AI-generated fever dream. It's like the shop part of Cracker Barrel plus a food court plus a grocery store plus a gas station. 010
Sean Tilley @deadsuperhero.com · 01/08/2026Oh, it looks like Auto Rig Pro and Rigify don't play nicely together. Go figure! 🥁 Guess I'll try delving into this further. 000
Sean Tilley @deadsuperhero.com · 01/08/2026I guess I could try taking the rig off, or starting over on my character model. That at least seemed to work. But I'm bewildered at why the rig does nothing after retargeting. 100
Sean Tilley @deadsuperhero.com · 01/08/2026Conceptually, this should be an easy fix. Just match up the bones and use a retargeting plugin, right? What's maddening is that this goes completely haywire if your model is already rigged. For some reason, bone animations don't carry over to rig parts? 100
Sean Tilley @deadsuperhero.com · 01/08/2026I should probably first fix the animation stuff before I start developing an entirely new feature... Trying to adapt a 3D model to work with custom animations sucks so much, though... 120
Sean Tilley @deadsuperhero.com · 01/08/2026Time to look at screenshots of existing inventory systems and then crudely hobble a basic one together. 000
Reposted by Sean TilleyClinton Bowen @torrho.com · 31/07/2026🧵 Blacksky is looking to buy a server for $30k USD. We'd like the following specs or better: - 384 GB RAM - 80 TB NVMe; ZFS RAIDZ2 in 2 vdevs - 1 Gbps + 10 Gpbs burstable - at least 84 threads for the CPU(s) - Ideally somewhere in the eastern half of North America but open to North America and EU 1315191
Sean Tilley @deadsuperhero.com · 01/08/2026I swear, every time I step back into the AT Proto ecosystem, I feel like apps and frameworks and data have advanced ten times over. People are building really crazy stuff over here. I feel like it's way over my head, which is kind of exciting. 1121
Sean Tilley @deadsuperhero.com · 01/08/2026Ugh, I'm already feeling that. I get tired really easily, so I need to get myself checked out and work on that. 100
Sean Tilley @deadsuperhero.com · 31/07/2026Thank you! 😄 I'm just kind of shocked at how quickly 40 is coming up. I'm not that worried about hitting the number but...this decade is flying by. 110
Sean Tilley @deadsuperhero.com · 31/07/2026While I have nothing to show for it visually yet, my #Godot game now supports per-Actor inventories and items! This part was pretty easy; every Character has a dynamic array of inventory items, with methods to add, remove, or transfer. The harder part will involve building the representative UI. 130
Sean Tilley @deadsuperhero.com · 27/07/2026I might sound like I complain a lot, but the past few months have been super productive! I'm getting closer and closer to assembling a framework / template for the exact kind of games I'd like to make, which feels incredible. Just have to master a dozen more things. 😭😅 010
Sean Tilley @deadsuperhero.com · 27/07/2026From a hobbyist perspective, #GameDev is all about learning a bunch of different things all at once. This has been especially true in my transition from 2D to 3D game development. 180
Sean Tilley @deadsuperhero.com · 27/07/2026At least once I try this again tomorrow, I should be able to make my guy walk, run, jump, crouch, pick stuff up, open doors, and so on. But God damn, what a headache. 110
Sean Tilley @deadsuperhero.com · 27/07/2026One of my biggest lessons learned so far is that not all model rigs are the same. Some have more bones, some have less, some require weird rig adaptations. I've had my poor character bent into all kinds of positions because of incorrect assumptions. It's not fun. 100
Sean Tilley @deadsuperhero.com · 27/07/2026I'm getting closer to getting animation retargeting to work for my character models in Blender, but dear God, it's painful. So much of this is trial and error just to figure out the "right" way to do things. Hopefully by tomorrow, I'll get a bunch of animations working for my Godot game. 110
Sean Tilley @deadsuperhero.com · 25/07/2026I've absorbed so much of his disgusting lore through osmosis... 010
Sean Tilley @deadsuperhero.com · 25/07/2026My mother in law, a very sweet human being, is finally joining Mastodon. This is all fine and dandy, but the cherry on top is that she called it "MasterDom", which sounds like the FetLife version. 180