This should be a configurable option in the File->Preferences option under Playback Framerate.
Thanks
Search found 1178 matches
- Mon Mar 29, 2021 11:45 pm
- Forum: Editor
- Topic: 1 sec == x keyframes ?
- Replies: 3
- Views: 7844
- Mon Mar 29, 2021 4:31 am
- Forum: Runtimes
- Topic: WebGL Runtimes ready for Phaser 3.5
- Replies: 0
- Views: 8364
WebGL Runtimes ready for Phaser 3.5
Creature WebGL runtimes now ready for Phaser 3.5:
https://github.com/kestrelm/Creature_We ... er/Phaser3
Cheers
https://github.com/kestrelm/Creature_We ... er/Phaser3
Cheers
- Mon Mar 29, 2021 12:04 am
- Forum: Editor
- Topic: 1 sec == x keyframes ?
- Replies: 3
- Views: 7844
Re: 1 sec == x keyframes ?
Hello,
That depends entirely on your game engine and the FPS you set. If you are running at 60 FPS, then you are processing 60 frames per second.
Thanks
That depends entirely on your game engine and the FPS you set. If you are running at 60 FPS, then you are processing 60 frames per second.
Thanks
- Sat Mar 20, 2021 12:12 am
- Forum: Creature3D
- Topic: Release 0.135
- Replies: 0
- Views: 10343
Release 0.135
Release notes
QuatK Motor Translation Fix Fixing translation operation for Widget
QuatK Motor Translation Fix Fixing translation operation for Widget
- Fri Mar 12, 2021 1:26 am
- Forum: Creature3D
- Topic: Release 0.134
- Replies: 0
- Views: 10882
Release 0.134
Transform UI Widgets for QuatK Motor Adding ability to directly rotate QuatK Motor transforms. Select the QuatK Motor in the scene browser, then use the hotkeys to cycle through the transform modes ( W, E, R )
- Wed Mar 10, 2021 12:36 pm
- Forum: Creature3D
- Topic: Image from Atlas disappears when in Rig mode
- Replies: 1
- Views: 6577
Re: Image from Atlas disappears when in Rig mode
You can watch some of the tutorials online that go through the various modes and how to get started.
Thanks
Thanks
- Sat Feb 27, 2021 8:03 am
- Forum: Editor
- Topic: BVH Files in an isometric game
- Replies: 4
- Views: 11091
Re: BVH Files in an isometric game
Hello,
For more perspective it might not work that well since 3D to 2D ultimately reduces the motion down to lower dimensions. This is just an intrinsic fundamental core of how motion is structured in general.
Thanks
For more perspective it might not work that well since 3D to 2D ultimately reduces the motion down to lower dimensions. This is just an intrinsic fundamental core of how motion is structured in general.
Thanks
- Sun Feb 21, 2021 3:44 am
- Forum: Creature3D
- Topic: Release 0.133
- Replies: 0
- Views: 10030
Release 0.133
Release Notes
Mocap Re-targeting Auto Alignment Fix Fix bugs for Auto Alignment in Mocap Re-targeting so that the mocap character can properly align with target character
Mocap Re-targeting Auto Alignment Fix Fix bugs for Auto Alignment in Mocap Re-targeting so that the mocap character can properly align with target character
- Mon Feb 08, 2021 1:31 am
- Forum: Creature3D
- Topic: Release 0.132
- Replies: 1
- Views: 7576
Release 0.132
Release notes Mocap Re-targeting New feature to allow you to import existing BVH mocap animation and re-target your characters animation with the input mocap data. Video Tutorials will be available soon. BVH Rig Import You can now import an existing rig from a BVH mocap animation asset to use as yo...
- Tue Feb 02, 2021 11:48 pm
- Forum: Runtimes
- Topic: JSON size?
- Replies: 0
- Views: 8338
Re: JSON size?
Hello, Creature exports allow for multiple formats: JSON, FBX, Flatbuffers and CreaturePack. In particular, CreaturePack is small: https://github.com/kestrelm/Creature_Unity/tree/master/CreaturePack Also you can take a look at this tutorial video here: https://www.youtube.com/watch?v=MuYe_Wh5mnc Tha...