
u/astr0nic

OpenMW FNV data - working through actors methodically (WIP)
I have a rig setup to detect offsets/rotations and I am still working through them as you can see here with the wrong hair
"a wretched hive of scum and villainy" - (VR edition) WIP
Located on Tatooine, it was a lawless, chaotic spaceport and a major epicenter for smugglers, bounty hunters, and fugitives trying to operate outside the jurisdiction of the Galactic Empire.
my car died and I had to quickly get a MINI
best impulse buy of my life, used 2024 17k miles, seems perfect!! Hartop SE EV
today, since I've been rushed, I finally figured out hold 3 seconds to fold the mirrors!!
Big Trouble in Little Vegas...
quest 3 testing on headset...
Hello Headset - FNV- stand alone incoming...
I'll get a video as soon as it gets more stable and I fix this white bleaching on the colors...
Finally broke through the issues on Android/Oculus for OpenMW VR...
Oculus Quest 3 Standalone support incoming....
"Toto, I've a feeling we're not in Kansas anymore." (VR edition)
More to come....
more Fallout New Vegas in OpenMW progress
if only I didn't have a day job...
working on fnv support
no eta, we'll see if I get anything accomplished, but it works in VR too
Anyone else tooling around in FNV with this engine?
Got pretty far - will post vid later - VR works too :D
ai video to 3js anyone?
Anyone else trying to 1:1 get a local ai video to 3js scene going? auto rigged and animated? Any tips appreciated:
TLDR Flow
- Concept Define the idea, style, characters, setting, shots, and success rules.
- Style Lock Make approved reference images so identity, clothes, hair, eyes, props, and visual style stay pinned.
- Storyboards Generate 8 clear Z-Image storyboard shots. Human gate: approve/reject each shot before video.
- Local AI Video Use approved storyboards as keyframes/control to generate the local AI video. Human gate: compare against target/Gemini-style quality and approve.
- Asset Split Generate/import separate clean 3D assets: characters, hair, clothes, shoes, skateboard, bowl, rails, palms, bushes, props. No fused scene blobs.
- Clean Rigging Use clean whole-body character meshes, rig them properly, then attach/bind clothes/hair/shoes. Human gate: skeleton, deformation, origins, scale.
- Animation Apply Mixamo/skate/custom clips to the new rigs. Board must be constrained to feet/contact, not sliding/floating. Human gate: “does this feel like skating?”
- Blender/Physics Pass Validate motion, board contact, camera, lighting, scene scale, collisions, and timing before fancy render.
- Three.js Mirror Rebuild the approved AI video as a Three.js/game scene using the same actors, props, cameras, and timing.
- Side-by-Side Review Compare: storyboard → local AI video → Three.js mirror. Approve scene by scene.
- Final Exports Export MP4, GLB/FBX, textures, rigged actors, props, Blender scene, Three.js scene, and game-ready package.
Key rule: nothing graduates unless the gate before it passes. Bad geometry, bad rigging, bad physics, or identity drift blocks the next stage.
Anyone seen Jerry's middle finger? JGB tribute band - thinking about Sunday show...
Coach house in SoCal seems like it might be good