Search found 990 matches

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: 37

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: 84

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: 37

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: 84

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: 84

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: 61

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...
by chong
Fri Jun 14, 2019 2:03 am
Forum: Editor
Topic: Creature DeepMotion License Changes
Replies: 0
Views: 115

Creature DeepMotion License Changes

Hello all, This is a message/announcement for current DeepMotion Creature customers. Our publishing contract with DeepMotion will end on the 30th June 2019 ( end of this month ) . Here are some of the details written in a Q&A format: Will I still be able to use DeepMotion Creature? You will be able ...
by chong
Thu Jun 13, 2019 3:53 pm
Forum: Editor
Topic: Some bugs I found in mesh mode
Replies: 1
Views: 55

Re: Some bugs I found in mesh mode

Thanks for the bug reports, those are great! Will see if there are cycles to address some of them for the next update. Most probably I will implement a guard condition where you will be prevented from moving the mesh beyond the boundary of your atlas as the next patch.

Cheers
by chong
Wed Jun 12, 2019 3:05 pm
Forum: Editor
Topic: Timeline improvement requests
Replies: 10
Views: 353

Re: Timeline improvement requests

Hello, Thanks for the great user report. Currently there is quite a bit of work improving the FBX export and improving the internal ( non visible ) hotkey system ( to allow for hotkeys to easily grow/shrink manual weight painting tools ). After that, there will be another quite lengthy work spent on...
by chong
Wed Jun 12, 2019 1:17 am
Forum: Runtimes
Topic: I freaking Love it! Now, how about something cool
Replies: 3
Views: 112

Re: I freaking Love it! Now, how about something cool

Hello, So one way you might be able to approach your problem is using Skin/Costume Swapping. You can look up Skin Swapping in Creature ( check Creature youtube channel, a couple of video tutorials on that topic(s) ) You can have a "super skeleton" which contains bones for a superset of the different...