Search found 994 matches

by chong
Mon Jul 15, 2019 8:00 am
Forum: Editor
Topic: Custom polygon mesh not working?
Replies: 1
Views: 28

Re: Custom polygon mesh not working?

Hello,

I just tried creating a custom PolyMesh and it works, at least from this example:
https://www.dropbox.com/s/rwiv2wo0dy4ys ... g.mp4?dl=0

Thanks
by chong
Wed Jul 10, 2019 7:57 pm
Forum: Editor
Topic: Release 3.65
Replies: 0
Views: 52

Release 3.65

Release Notes

Character Width + Height Info Showing Character rest width + height information in Game Engine Export Window

Bone Weight Smoothing via Painting Allowing Bone Weight Smoothing within a specified radius in Manual Weight Painting mode ( Space + Click )
by chong
Wed Jul 10, 2019 7:15 pm
Forum: Editor
Topic: [Important Feature Request] Export SkinSwaps into multiple Atlases
Replies: 7
Views: 392

Re: [Important Feature Request] Export SkinSwaps into multiple Atlases

Search in the code base on the SkinSwap code path ( start from Metadata ) It should give you a good idea how the indices are displayed and meshes are swapped int.
by chong
Fri Jul 05, 2019 12:46 am
Forum: Runtimes
Topic: How to Detect when BlendAnimation is Complete
Replies: 2
Views: 79

Re: How to Detect when BlendAnimation is Complete

Hello,

Sorry there really isn't an accurate way to do this since it is blending and blending means a mix of animations.

Thanks
by chong
Mon Jun 24, 2019 8:49 pm
Forum: Editor
Topic: Move a Character follow an anchor point/bone in realtime
Replies: 4
Views: 199

Re: Move a Character follow an anchor point/bone in realtime

Vertex attachment allows attachment via vertices instead of bone transforms. So it is more precise in that way. It will return you the vertex position you designated in Creature and you can use that to set the position of your attachment. You can search the forum for the use cases, there was a previ...
by chong
Mon Jun 24, 2019 3:51 pm
Forum: Editor
Topic: Inconsistent scale on game engine export
Replies: 4
Views: 290

Re: Inconsistent scale on game engine export

Hello, Actually I just realized you can do one more thing to help match your character scales: https://snag.gy/Lg54rH.jpg Please look at the image above. Every character in Creature can have its global scale set by clicking on the rulers in Rig Mode. You can also inspect its global widh/height in Ri...
by chong
Mon Jun 24, 2019 3:40 pm
Forum: Editor
Topic: Move a Character follow an anchor point/bone in realtime
Replies: 4
Views: 199

Re: Move a Character follow an anchor point/bone in realtime

Hello,

There isn't a tutorial because once you get the bone position from Creature via its API, the rest is pure Unity.
You should look up in Unity how to set transforms on GameObjects to accomplish what you want.
by chong
Tue Jun 18, 2019 6:39 pm
Forum: Editor
Topic: Inconsistent scale on game engine export
Replies: 4
Views: 290

Re: Inconsistent scale on game engine export

Hello, I believe to aid in the mesh authoring ( and make sure other rigging + animations operations go through in Creature since we are dealing with meshes in world space ), the atlas is scaled down proportionally with the shorter side down to a reference scale of 1.0 and the longer side being whate...
by chong
Tue Jun 18, 2019 5:51 pm
Forum: Editor
Topic: Inconsistent scale on game engine export
Replies: 4
Views: 290

Re: Inconsistent scale on game engine export

Hello, The creature meshes are actually created in world space which is different from pixel space so the scale will not be the same as your atlas. The atlas is just a texture map on top of the character meshes ( think of it as 3D meshes in Maya with the atlases just being the materials ) I can take...
by chong
Sun Jun 16, 2019 6:03 pm
Forum: Editor
Topic: Release 3.64
Replies: 0
Views: 183

Release 3.64

Release Notes FBX Mesh Export Improvements Each region mesh of the character is now exported as a proper character submesh, allowing for much easier material assignment in Game Engines and 3D apps Hotkeys for Manual Weight Brush Size Assignable hotkeys, defaulting to [ and ], to grow/shrink the man...