>>716336965>How much programming/gamedev experience did you have starting out?I had a little experience moving around Blender because of my 3D-printing days, but aside from that absolutely zero. I didn't know how to model people, texture, rig, animate, or program for that matter. Like at all
Once I'm done I plan on doing a slew of tutorial videos. For now I've got some advice I learned by trial and error:
1. Don't trust animation tutorials and especially rigging tutorials too much: they're made for animators who want to render their shit and make a movie, not for people who want to make games. Many things they teach are actually terrible for game dev, like having three separate skeletons for bone deformation, FK, and IK, and a thousand bones each full of Drivers and constraints and whatnot. Good luck running the game in real time with 20 characters like that.
They also don't tell you how to set up a root bone for root motion. Be wary if you're watching an animation tutorial for game devs or not.
2. Making assets is repetitive and boring (animation especially). SUPER fucking tedious, but you gotta do it.
Programming on the other hand? If you're repeating yourself when programming you're doing things wrong. The whole point of programming is to never repeat yourself. Automate everything, make systems that take the work away from you, make templates of things that you can just copy and fill out the data. For example if I want a new attack I just create a new attack template (in Godot it's a custom Resource), type the name of the animation, the framedata etc, and the game already knows how to adapt that with the existing moves. No coding needed.
Program your game first with placeholder assets. And not just in a way that the game works, but in a way that the game literally makes itself and the only thing left is making those assets, and your gamedev will go A LOT faster
I'm just a model jockey now. I actually miss when I had to program, shit was comfy