Digitalplayground Yasmina Khan Frances Bentl Full -
In the vast expanse of the digital world, collaborations and partnerships are the norm. However, some stand out for their innovative approach, creative synergy, and sheer impact. One such remarkable collaboration is between Yasmina Khan and Frances Bentl, two talented individuals who have joined forces to create something extraordinary in the realm of digital playgrounds. This article aims to explore their full collaboration, delving into the intricacies of their work, the concept of digital playgrounds, and the implications of their partnership.
The work of Yasmina Khan and Frances Bentl is a shining example of what's possible when creativity, technology, and community come together. As we continue to explore the possibilities of digital playgrounds, one thing is certain: the future is bright, and it's full of endless possibilities. digitalplayground yasmina khan frances bentl full
Frances Bentl, on the other hand, is a talented digital artist and game designer. With a strong background in fine arts and computer science, Frances has always been drawn to the intersection of technology and creativity. Her work focuses on creating interactive and immersive experiences that challenge and engage users. In the vast expanse of the digital world,
Yasmina Khan and Frances Bentl are the masterminds behind this innovative digital playground project. Both are seasoned professionals in their respective fields, with a shared passion for creativity, technology, and community engagement. This article aims to explore their full collaboration,
As we look to the future, it's clear that digital playgrounds will play an increasingly important role in shaping our lives. Whether it's learning, creativity, or community engagement, these virtual environments have the potential to bring people together and provide new opportunities for growth and development.

Cool, Good Job!
#2 posted by
kalango on 2020/01/14 15:15:32
I'll probably maintain my fork still, but I'll probably get some queues from this, thanks!
Btw I'm not really doing anything for QuakeForge, just forking their initial code. I have my own roadmap for this, which might be more Hexen II focused.
#3 posted by
misc_ftl on 2020/01/15 17:42:39
Does this generate the bunch of QC code necessary to map frames? :D

Not Really
#4 posted by
kalango on 2020/01/17 16:09:41
But thats a good idea. When exporting is done I might add that in eventually.

Exporter Released
#5 posted by
kalango on 2020/02/18 01:52:45
Alright, just in time for the Blender 2.82 export is done. Big thanks to @Khreator for giving a great insight into exporting issues.
List of features:
+ Export support
+ Support for importing/exporting multiple skins
+ Better scaling adjustments, eyeposition follows scale factor
This is still considered an alpha release. But it should be good enough.
For info, roadmap and download you can visit
https://github.com/victorfeitosa/quake-hexen2-mdl-export-import

What Is Ask Myself
#7 posted by
wakey on 2020/03/04 00:36:49
for a long time now: Would it be possible to save a blender physics simulation as frame animated .mdl/.md3?

#7
#8 posted by
chedap on 2020/03/04 03:28:44
Enable MDD export addon. Export your simulation to MDD. Remove the sim from the object. Import MDD back into your object. You now have all of your sim frames as separate shape keys, ready to export to .mdl

Actually
#9 posted by
chedap on 2020/03/04 04:19:34
Disregard that. It works fine without any of that extra voodoo, just export whatever straight to .mdl

Niiiice
#10 posted by
wakey on 2020/03/15 18:45:39
Then let's think about practical use cases.
First think that comes to my mind are death animations, sagging bodies.
Explosion debrie might also work out.
I guess anything fluidic is out of question, like a tiling wave simulation anim.
What else comes to mind?
#11 posted by
misc_ftl on 2020/03/16 16:21:57
Flags, fire, chains, breaking doors, breaking walls, etc.