Search found 1022 matches

by chong
Sat Sep 21, 2019 8:28 am
Forum: Editor
Topic: Animation mesh reduction
Replies: 2
Views: 18

Re: Animation mesh reduction

Hello,

There is in general a limit to what the mesh simplification algorithms can do. However, you can set resolutions differently for individual mesh regions to custom tailor it for your needs. The little gear icon on the right allows you to do that.

Thanks
by chong
Fri Sep 20, 2019 12:20 pm
Forum: Editor
Topic: Release 3.69
Replies: 0
Views: 10

Release 3.69

Release Notes

Skin Swap Workflow Improvement Showing SkinSwap Window automatically in the Rig and Animate modes when the character has available SkinSwaps
by chong
Tue Sep 17, 2019 12:40 pm
Forum: Editor
Topic: Animation scale size in Unity
Replies: 2
Views: 28

Re: Animation scale size in Unity

Hello, The scale size is not related to the atlas size, the atlases are scaled down to a relative unit size for proper mesh authoring. Everything in Creature is defined in world space ( just like many professional 3D authoring packages ). However, you can tell the size of your character easily by go...
by chong
Mon Sep 16, 2019 1:24 pm
Forum: Runtimes
Topic: Godot Compile problems
Replies: 5
Views: 51

Re: Godot Compile problems

Hello,
Can you try adding this line:

#include <memory>

in the includes section ( at the beginning ) of the CreatureMetaData.h file and compile again.
That should have the definitions of shared_ptr .
by chong
Thu Sep 12, 2019 2:20 pm
Forum: Runtimes
Topic: Godot Compile problems
Replies: 5
Views: 51

Re: Godot Compile problems

Hello,

Your compiler is complaining that a lot of the libraries that should be available for a standard C++ build are not there. These should be part of the standard library ( like shared_ptr for instance ) but it is not found on your system. You might want to look into that first.

Thanks
by chong
Thu Sep 12, 2019 11:49 am
Forum: Runtimes
Topic: Godot Compile problems
Replies: 5
Views: 51

Re: Godot Compile problems

Hello, Can you post the error messages in English? It is difficult to decipher what is going on in the compilation. Update: I synced and pulled the latest Godot Engine sources directly from Github and compiled + ran it successfully. Your error message is very strange, it looks like a lot of the stan...
by chong
Thu Sep 12, 2019 6:31 am
Forum: Editor
Topic: Animation and saved Window ui requests
Replies: 2
Views: 33

Re: Animation and saved Window ui requests

Hello,

The second feature is easier to implement and I can take a look at it for the next update.

Thanks
by chong
Wed Sep 11, 2019 1:34 pm
Forum: Runtimes
Topic: UE4 Crash
Replies: 3
Views: 42

Re: UE4 Crash

Hello,

No problem. So again as far as I know from your situation, all Creature UE4 objects need to be Blueprint objects in order for them to function ( you can see how it is defined in the C++ code for more info ). So that could explain your current issue ( or possibly solve it )

Cheers
by chong
Wed Sep 11, 2019 12:18 pm
Forum: Runtimes
Topic: UE4 Crash
Replies: 3
Views: 42

Re: UE4 Crash

Hello, I just tested on the latest UE4.23 and it runs with Slate: https://snipboard.io/qZeg25.jpg Not sure what is going on with your end. From the stack error however, it will seem like the Creature character/asset was not loaded. It seems like maybe the CreatureManager ( which holds the Creature o...
by chong
Sat Sep 07, 2019 12:11 am
Forum: Editor
Topic: Release 3.68
Replies: 0
Views: 58

Release 3.68

Release Notes

Improved Atlas Repacking Improved Atlas Repacking algorithm for better preservation of mesh setups and name syncing after repacking