
The optimiser that moved every propeller's pivot
Rotors wobbled and a catapult threw from the middle of its arm, though every source model measured correct. Mesh quantization had moved each part's pivot.
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Development posts tagged meshy. Tags cut across the categories, so this pulls together work on the same subject from different parts of the game.
7 posts

Rotors wobbled and a catapult threw from the middle of its arm, though every source model measured correct. Mesh quantization had moved each part's pivot.

How we turn a text brief into an animated 3D unit for a browser RTS: Gemini concepts, Meshy meshes, agent-driven Blender rigging, and Mixamo clips, now open source.

A worker walking home with gold now wears a sack of it. Fitting one load onto a dwarf, a ratman, a scaleling and an elf took a chest bone and a measured back.

All 21,864 models in this game shipped with a flag nobody chose, drawing their own hidden interiors into every frame and every shadow. A default that arrives with an asset was never a decision.

A one versus one made players wait on 308 MB before anything started. Most of each unit's animation file was a model and a texture nothing ever drew.

Warships, whirlwings and steam juggernauts came back from image-to-3D finished. Anything with legs came back needing every joint placed by hand. One question sorts them before you spend a credit.

Every building is generated twice: as a painted sprite, then as a 3D model built from that sprite. No human drew either one, or wrote the brief behind it.