From notebook sketches to a 58-bone, 22-animation Godot boss with Opus 5.5 + Tripo P2
Delicious-Shower8401 · reddit · 2026-11-04
A follow-up with the no-coding-background developer behind 'After the Wind' breaks down how he built his penguin boss from two pencil doodles to a rigged character with 22 animations.
Stack
- Claude Opus 5.5 + Blender: rigging, weight painting, animation
- Tripo P2: 3D model generation and texturing
- Godot: gameplay integration and the jiggle shader
Process highlights
- Sketches explored body shapes and wing folded/extended poses, with front and side references prepared for 3D
- In Tripo P2 he generated 4 options at a time; after a 5k quad mesh underperformed he switched to a 25k-triangle mesh and textured it directly in Tripo
- With Opus 5.5 in Blender he built a 58-bone rig, one bone per flight feather (12 per wing) so feathers fan out in attacks and fold against the belly; a dedicated belly bone follows the body a beat later
- For animation he described weight, feel and purpose, then gave feedback: the wing slash starts at the hips with long feathers extending reach; the belly-slide recovery was referenced from real gentoo penguin footage
- Godot's jiggle shader uses a softness map baked from rig weights: wings stay firm while belly, chest and cheeks wobble; the belly squishes under his weight on push-ups
The result: 22 animations including waddling, sliding, tantrums, and napping on his feet so you can sneak up and poke him.
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