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R H

@flinflonimation.bsky.social
151 followers 256 following 1K posts

Programmer, in Winnipeg, made a couple video games. Worked in VR. Open to freelance for Godot tech art. He/Him Some games here: rhill.itch.io Created Godot Egg Tools: rhill.itch.io/godot-egg-tools

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R H @flinflonimation.bsky.social · 04/10/2026
I think I fixed an obscure rendering bug in Godot. (You would only encounter it if you used BONE_INDICES in a shader on a mesh that has ARRAY_FLAG_USE_8_BONE_WEIGHTS set.) Demonstrated here, these cubes are supposed to look the same, with each face bound to one bone, not stripes along two faces.
Two cubes, both with one magenta face.Two cubes, one has a magenta face, the other has magenta stripes on two faces.
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R H @flinflonimation.bsky.social · 01/10/2026
Where it fails is not all my camera angles were solved so there's major gaps in coverage. I tried photographing on plexiglass to get a view of the bottom but I guess Meshroom didn't recognize that as the same thing.
Bottom of teapot showing the textures are bad.
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R H @flinflonimation.bsky.social · 01/10/2026
Okay, took another run at texturing from photogrammetry. Since I have cameras aligned with the photos I can project multiple UVs from each camera view and then in the shader blend between each of those based on masks. Then I can texture paint the masks to blend between different angles.
TeapotBlender shader nodes.

Multiple textures each using a different UVMap, feeding into Mix nodes controlled by the separated RGB values from a texture name Mask and a texture named Mask2
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R H @flinflonimation.bsky.social · 30/09/2026
Also tried out some audio stuff in Godot, but I don't know what I'm doing with audio compared to visuals. Bluesky doesn't have express support for audio files so I'm trying a video file.
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R H @flinflonimation.bsky.social · 29/09/2026
Tried out a couple more photogrammetry objects. I thought I was being clever shooting these on glass to get a view of the bottom but I think the reflections kept messing with the solve.
teapot and banana
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R H @flinflonimation.bsky.social · 26/09/2026
Okay, I went through a process of making a low-poly mesh based on Meshroom photogrammetry. There's some parts of the texture that could use cleaning up, but I think I've got the hang of the process.
low-poly 3D model of a toy cymbal monkey
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R H @flinflonimation.bsky.social · 22/09/2026
On the down-side, project UVs won't account for the offset and scale, which undermines my goal with this approach. I liked the idea of manually making a low-poly mesh and then projecting the photos from the position the photo was really taken.
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R H @flinflonimation.bsky.social · 22/09/2026
From further tests in Blender, it has something to do with camera settings or how Blender displays images. If I overlay images on generated mesh, they don't line up. If I offset and scale the image until they do line up, then aligning points from different camera angles starts to work.
Settings displaying image on a camera in Blender. Offset is (0.004, -0.101) and scale is 1.171
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R H @flinflonimation.bsky.social · 22/09/2026
Hmm. Tried using the source images as backgrounds for the cameras in Blender, and manually identifying an intersecting point on the monkey's left eye. But maybe these camera positions aren't accurate, because aligning it for two of them doesn't converge at the right spot for the third camera.
face of the toy monkey with orange lines on it
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R H @flinflonimation.bsky.social · 21/09/2026
I did another test with boxes spaced 1 meter apart down a hallway, and it did display evenly-spaced planes where they should be. So maybe the monkey is just smaller than I could be precise. I was doing photogrammetry with only three photos.
a messy bunch of verticies but three blank quads spaced along it
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R H @flinflonimation.bsky.social · 21/09/2026
This is from me trying to get position from Meshroom depth and camera positions but my math must still be off or I think they'd overlap better.
Three cameras projecting the three monkeys together.
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R H @flinflonimation.bsky.social · 21/09/2026
"Be not afraid"
three cymbal monkey toys intersecting and not quite aligned
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R H @flinflonimation.bsky.social · 11/09/2026
Making the most AI-coded paperclip I can
Glowing paperclip against a background of sparkles and purple gradient
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R H @flinflonimation.bsky.social · 10/09/2026
Tried out some photogrammetry on a pepper but it only managed to get the stem. I deliberately had a plain white background so I could try out the masking in Meshroom, but that might have also have lead to it having insufficient tracking points.
Render of a small part of a pepper in Blender.
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R H @flinflonimation.bsky.social · 07/09/2026
Statues
Close up of a statue with teeth making an awkward grin
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R H @flinflonimation.bsky.social · 07/09/2026
Same statue with a big "Uber Driver Sucked Me Off??" label
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R H @flinflonimation.bsky.social · 06/09/2026
Replica of an ancient Greek statue sitting in the fountain, looking a little upset about it. The image is reduced to four colours and heavily dithered.
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R H @flinflonimation.bsky.social · 04/09/2026
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R H @flinflonimation.bsky.social · 03/09/2026
Ouroboros
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R H @flinflonimation.bsky.social · 31/08/2026
I gave it a more YouTubey thumbnail with a pointing arrow.
The text "NOT A PARTICLE SYSTEM" and an arrow pointing at a non-particle-system
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R H @flinflonimation.bsky.social · 30/08/2026
Fireworks. Also not a particle system.
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R H @flinflonimation.bsky.social · 30/08/2026
Thinking how this flashlight beam works. Like obviously the dither/airbrush texture but like the beam isn’t just a consistent gradient but it darkens slightly where it transitions to the surface. How do you decide on doing something like that.
Flashlight beam
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R H @flinflonimation.bsky.social · 28/08/2026
Laser
Laser effect in Godot
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R H @flinflonimation.bsky.social · 28/08/2026
This is not a particle system. This is just a mesh with a shader. I’m making a video about it now.
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R H @flinflonimation.bsky.social · 26/08/2026
Air Bud referee
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R H @flinflonimation.bsky.social · 24/08/2026
Tin toy goose with wheels, honking aggressively
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R H @flinflonimation.bsky.social · 16/08/2026
Tried out Captain Kirk dramatic lighting. Again this isn’t realistic lighting. The position of the cookie texture and light direction used to test normals are unrelated. The direction of the cast shadow is also unrelated.
Skulls eye sockets are lit for drama
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R H @flinflonimation.bsky.social · 16/08/2026
Also been playing with some fake light shaders. I’m starting to think they might be useful as tools for making Steam capsule art? Like grab a bunch of 3D models from your game and pose them.
Skull
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R H @flinflonimation.bsky.social · 16/08/2026
I’ll have to make a proper animation for this guy for a demo because the whole point of doing it this way was to update for current pose. Compared to the Create Emmission Points From Node action which only works for a fixed mesh.
A subviewport in Godot with a bunch of mostly yellow noise
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R H @flinflonimation.bsky.social · 16/08/2026
Particle man. Renders 4096 positions on the mesh in a subviewport and uses that as an emission point texture on the particle process material.
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R H @flinflonimation.bsky.social · 15/08/2026
Rough edge on a fake lens flare in an anime to make it match the style of the background images.
Fake lens flare in front of an ox pulling a cart.
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R H @flinflonimation.bsky.social · 12/08/2026
There we go. I did need to do gamma correction to scale correctly. At the bottom that barcode looking thing is what I’m rendering to the Emission Point Texture.
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R H @flinflonimation.bsky.social · 12/08/2026
I had to fix some issues with my mesh generation. Little guy shows I’ve fixed that. Big guy shows scale and values out of range are still a problem.
Little man and half a larger man shape emitting particles
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R H @flinflonimation.bsky.social · 12/08/2026
Okay in practice the skinned particle emission is fighting me. Possible things I might still need to work around are scaling, something applying gamma curves to values I want to stay linear, and losing negative values.
Particle Man, Particle Man. Doesn’t do much because he’s brokan
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R H @flinflonimation.bsky.social · 11/08/2026
Oh neat thing here with this overlaid shader you can see the UV map change with the LOD.
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R H @flinflonimation.bsky.social · 11/08/2026
Trying out some fake lighting shaders. You add each “light” as a material overlay on the mesh, and give a normal direction and scale and multiply it with a gradient, so it feels nice to tweak all this for a single shot, but might not make sense for a whole game.
Computer guy with a very shiny head
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R H @flinflonimation.bsky.social · 02/08/2026
They attribute this Children’s Magjongg as circa 1920 but in terms of graphical vibes that feels wrong. I would hav guessed 1950 or so or have I missed some earlier work I’m ignoring?
Two cartoon children riding an elephant on the cover of a Mah Jongg box or something
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R H @flinflonimation.bsky.social · 01/08/2026
Watching The Barbarians and there’s some good goofy fantasy costumes here.
You want ring shaped headgear or both skulls and hornsWant one horn strapped to your forehead?What about a cape and collar?Emo Phillips with two metal-banded pigtails next to a woman with a red stripe over here eyes
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R H @flinflonimation.bsky.social · 29/07/2026
Similar to the problem I had with Texture3D, if you use Angelcode BMFont In Godot there’s no fix Alpha Border import option so you can get this white halo if you use linear filter.
Close up of a big B where pixels along the edges are too white
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R H @flinflonimation.bsky.social · 21/07/2026
I think I’ve corrected for the inconsistent line thickness by multiplying by the ratio of the delta length over the Manhattan length.
Some ugly teeth but at least their outline is the same with as the others
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R H @flinflonimation.bsky.social · 19/07/2026
Used a two-bone rig on some text mesh and then you can scale one bone to make fake perspective.
The World of Tomorrow
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R H @flinflonimation.bsky.social · 19/07/2026
you Can’t Ignore the RAT
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R H @flinflonimation.bsky.social · 18/07/2026
Experiment using something like three SDFs packed into rgb channels. It does allow for the lineart to keep consistent width when stretching the mesh but the line varies in thickness based I think on whether you’re crossing multiple channels.
Crudely drawn punk
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R H @flinflonimation.bsky.social · 18/07/2026
You see my problem. Using a 3x3x3 lookup table as a Texture3D where some of those pixels are transparent causes me some trouble.
Close up of pixelated picture with some unfortunate white halo around a black line
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R H @flinflonimation.bsky.social · 12/07/2026
Graphic design is my passion.
Maybe an album cover or gig poster if the band was called Astro Blaster.
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R H @flinflonimation.bsky.social · 12/07/2026
This is what I was after. It rigs and skins a mesh to eight bones positioned at the corners of its bounding box, so you can skew it arbitrarily by moving those bones.
Astro Blaster
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R H @flinflonimation.bsky.social · 12/07/2026
Accidentally made a cool distorted text tool. I guess technically I wanted to distort text but not in this exact way.
Astro Blaster
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R H @flinflonimation.bsky.social · 07/07/2026
Tried a version where I bake a second shape into the 3D texture. Just using vertex proximity rather than colliders, so it’s kind of hollow.
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R H @flinflonimation.bsky.social · 07/07/2026
Moar decimation
Heavily decimated 3D model of a skull
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R H @flinflonimation.bsky.social · 07/07/2026
Memento Morty
Spooky
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