GIMME MUNI

@theartofmadeline

pixel skylines
let's talk about Bridgerton tea, my ask is open
PUT YOUR BEARD IN MY MOUTH
"I'm Dorothy Gale from Kansas"
🪼
Stranger Things
One Nice Bug Per Day

Kiana Khansmith
wallacepolsom
noise dept.
EXPECTATIONS
Lint Roller? I Barely Know Her

if i look back, i am lost
The Stonewall Inn
NASA
occasionally subtle
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seen from Bangladesh

seen from Canada

seen from Greece
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seen from Germany
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seen from United States
seen from Austria
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seen from Russia

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@catracermmv
GIMME MUNI

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Tidying up my GeneriCat’s Arse, for use with a Quadruped Rigger Script I downloaded :=
FVTVR_E T∆LK
Jazzy Zardoz?
JAWWBREAK
makes me wanna build a candyfloss planetoid track
Hey would it be possible to get a copy of your racing camera code? I am NOT a coder so any help like that is ace.
The rig is core of it. There’s a parent gameobject for the camera that in the scene setup is attached to the car. All the camera’s motion is relative to this gameobject. I don’t actually move the camera at all in this simple setup, I’m only moving the root node.
On the scene’s start, I detach the camera parent object from the car so that it can move freely.
If I did nothing else, this would leave the camera behind as the car drives away, so every frame (fixedUpdate in this case because it simplifies things) I do a simple lerp to move the parent to the car’s position. Lerping (or linear interpolation) is a simple way to get smooth motion out of anything. This lerping is also why when the car starts driving away, the camera pulls back a little and lags behind.
// Moves the camera to match the car’s position.rootNode.position = Vector3.Lerp(rootNode.position, car.position, cameraStickiness * Time.fixedDeltaTime);
The built in Unity follow script does this too, but I don’t think it works well for a car camera because all it does is look at what it’s following.
The way I did it instead was to make the camera rig, look towards the car’s velocity vector. This has several advantages. If your game has a lot of drifting, the camera will look at where the car is going rather than where the car is pointing. If your game has jumps, the camera will automatically look down towards where you’re going to land. If you go into reverse, the camera will automatically look behind you.
The only trick to this is that Quaternions hate zero values. It’s also advantageous to make it so that if you’re not moving, or moving slowly, the camera just defaults to looking forwards. Here’s how I get the look rotation:
// If the car isn’t moving, default to looking forwards. Prevents camera from freaking out with a zero velocity getting put into a Quaternion.LookRotationif (carPhysics.velocity.magnitude < rotationThreshold) look = Quaternion.LookRotation(car.forward);else look = Quaternion.LookRotation(carPhysics.velocity.normalized);
From there, it’s just performing the actual rotation. Like before, I use a slerp (basically the rotation version of lerp) to make sure that the rotations are smooth.
// Rotate the camera towards the velocity vector.look = Quaternion.Slerp(rootNode.rotation, look, cameraRotationSpeed * Time.fixedDeltaTime); rootNode.rotation = look;
And that’s really it. Aside from some trivial book keeping code that’s all that drives the camera. If I were to use this for a real project I would add some other little features like a limit to how far away the camera is allowed to go or maybe some kind of predictive lookahead, but this works as a simple base for whatever you might want to expand it into doing.
Here’s a link to a Unity Package with the rig and code ready.
May the internet Love This Human

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[08.09.15] _ HOTAIR by BEEPLE
https://www.facebook.com/beeple?fref=photo
&
http://beeple-crap.com/
Inspirational background beauty from Beeple
Mexhanics of Moggies Falling on their Feet
I think I actually forgot to upload this because of the Festival animations! hilariously shit looking. But you get the idea...
cyberipple
a lot of people are still reblogging this, i want to too.
THAT gives me an idea of a track-section
slightly retimed with 14 seconds of “borrowed” sound. I hope the artist isn’t too angry if they find out :/

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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GT Tee pre-orders are closed!
Thanks to everyone for your orders. Backers should have all received their $5.00 off at this time.
The other two designs, Time Attack and Drift Spectrum, are still open until tomorrow, or until they sell out as well.
So, apparently other fans have the exact opposite taste from me. I totally just ordered the two neon-coloured Ts :D I have NO money, but fuck it.
I mean Oh MY Cocking GOD, right?
So this is the sort of MADNESS I have been working on for the last week, in place of CatRacer... Friends are organising a Queer Music Festival here in Berlin starting tomorrow. I am doing some last-minute visuals to project in places. :
I liked it so much I went all hardcopy!
prettiness

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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L_Q__D DR__MS
Miamifornian Oilscape
H_M_
beauty