Hello,
There are some guidelines for PSD import here:
https://www.kestrelmoon.com/creaturedoc ... eline.html
Hope that helps.
Thanks
Search found 1178 matches
- Thu Aug 05, 2021 1:56 pm
- Forum: Editor
- Topic: Psd file import and discord
- Replies: 4
- Views: 8101
- Mon Aug 02, 2021 1:33 pm
- Forum: Editor
- Topic: Exporting as .mp4 animation
- Replies: 1
- Views: 4948
Re: Exporting as .mp4 animation
Hello,
So video export has limitations due to the constraints of the mp4 encoder itself. Hence, only common resolutions are supported.
Thanks
So video export has limitations due to the constraints of the mp4 encoder itself. Hence, only common resolutions are supported.
Thanks
- Mon Jul 12, 2021 1:17 pm
- Forum: Editor
- Topic: How to make a acceptable png file for creature
- Replies: 2
- Views: 6057
Re: How to make a acceptable png file for creature
Hello,
You can try perhaps with a different program like Gimp? Creature just loads standard PNGs, nothing special. Your other option is to compare the sample PNGs with yours and see if the export options are different.
Thanks
You can try perhaps with a different program like Gimp? Creature just loads standard PNGs, nothing special. Your other option is to compare the sample PNGs with yours and see if the export options are different.
Thanks
- Tue Jun 29, 2021 1:38 pm
- Forum: Showcase
- Topic: Working on a puppet system in Godot using Morph Targets
- Replies: 2
- Views: 8624
Re: Working on a puppet system in Godot using Morph Targets
The dynamic look on your controller puppet is amazing! Pretty impressive stuff...
Cheers
Cheers
- Sun Jun 06, 2021 1:16 am
- Forum: Creature3D
- Topic: Release 0.138
- Replies: 0
- Views: 10382
Release 0.138
Version Updates
Improved Undo/Redo Performance for Manual Weight Painting: In Rig mode, new enhanced Undo/Redo algorithm for better performance during manual weight painting
Please re-download manually this new version from:
https://www.kestrelmoon.com/creature3D/ ... l#download
Improved Undo/Redo Performance for Manual Weight Painting: In Rig mode, new enhanced Undo/Redo algorithm for better performance during manual weight painting
Please re-download manually this new version from:
https://www.kestrelmoon.com/creature3D/ ... l#download
- Sat May 15, 2021 12:33 am
- Forum: Creature3D
- Topic: Release 0.137
- Replies: 0
- Views: 9367
Release 0.137
Release Notes
Mesh Visiblity Toggle In Rig mode, selecting a mesh now has an option to show/hide it. This functionality works with the weight painting operations.
Mesh Visiblity Toggle In Rig mode, selecting a mesh now has an option to show/hide it. This functionality works with the weight painting operations.
- Thu Apr 15, 2021 7:51 am
- Forum: Runtimes
- Topic: Realtime modifications with Godot 2D
- Replies: 6
- Views: 15722
Re: Realtime modifications with Godot 2D
Hello,
For these sorts of things 3D animation workflows might make more sense ( since these are all things associated with skin/bone mesh animations which are typically in 3D )
Thanks
For these sorts of things 3D animation workflows might make more sense ( since these are all things associated with skin/bone mesh animations which are typically in 3D )
Thanks
- Thu Apr 15, 2021 12:02 am
- Forum: Runtimes
- Topic: Realtime modifications with Godot 2D
- Replies: 6
- Views: 15722
Re: Realtime modifications with Godot
Hello,
Actually Creature can export your characters with bone motors to FBX/GLTF. The purpose of that is to allow your characters to be used in a regular game engine workflow. You can consider that as an option if it works for you.
Thanks
Actually Creature can export your characters with bone motors to FBX/GLTF. The purpose of that is to allow your characters to be used in a regular game engine workflow. You can consider that as an option if it works for you.
Thanks
- Wed Apr 14, 2021 7:58 am
- Forum: Runtimes
- Topic: Normals in Godot?
- Replies: 5
- Views: 14208
Re: Normals in Godot?
Hello,
yes because Creature exposes it as a regular Godot Mesh. So you should be using Godot's own material system to achieve that.
You can also export as GLTF to take advantage of their 3D renderer for that.
Thanks
yes because Creature exposes it as a regular Godot Mesh. So you should be using Godot's own material system to achieve that.
You can also export as GLTF to take advantage of their 3D renderer for that.
Thanks
- Mon Apr 12, 2021 11:46 pm
- Forum: Creature3D
- Topic: Release 0.136
- Replies: 1
- Views: 7283
Release 0.136
Release Notes
Auto Weighting Fixes Addressing Auto Weighting issues with multiple meshes
Auto Weighting Fixes Addressing Auto Weighting issues with multiple meshes