Search found 1006 matches

by chong
Wed Aug 14, 2019 4:10 pm
Forum: Editor
Topic: Copy keyframes that exist in other clips
Replies: 4
Views: 58

Re: Copy keyframes that exist in other clips

Hello,

Yes it is. The workflow for that tool is pretty straightforward, just a couple of buttons/options to click through.

Cheers
by chong
Mon Aug 12, 2019 2:27 pm
Forum: Editor
Topic: Copy keyframes that exist in other clips
Replies: 4
Views: 58

Re: Copy keyframes that exist in other clips

Hello, An update a couple versions ago had the Animation Compositor: https://www.kestrelmoon.com/creatureforum/viewtopic.php?f=1&t=596 Not sure if this directly addresses your issue but it allows you to construct a new full length animation by compositing various animation clips together. Basically,...
by chong
Mon Aug 12, 2019 2:25 pm
Forum: Editor
Topic: [Important Feature Request] Export SkinSwaps into multiple Atlases
Replies: 17
Views: 594

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

Hello, 1) No that is not true, in any rendering engine you can have a vertex with more than one UV coordinate and you can also bind your rendering mesh to multiple textures ( you need to understand the rendering engine internals to do this ). Thus, you can have multiple UV coordinates per vertex, wi...
by chong
Sun Aug 11, 2019 10:37 pm
Forum: Editor
Topic: Can I swap images programatically (body parts)?
Replies: 7
Views: 1193

Re: Can I swap images programatically (body parts)?

This is in the docs already I believe, search for: "How to activate item switching". But you need to tag your items with IDs in the Sprite Swap Manager. Having said that, all your items still need to be packed into a single texture atlas so I don't think this is the solution you are looking for. You...
by chong
Sun Aug 11, 2019 10:16 pm
Forum: Editor
Topic: Can I swap images programatically (body parts)?
Replies: 7
Views: 1193

Re: Can I swap images programatically (body parts)?

That code runs UV swapping internally. Regardless of what you are doing, for deforming meshes you will have to swap UVs. This is just how it works for game engine renderers when it comes to deforming meshes.
by chong
Sun Aug 11, 2019 5:18 pm
Forum: Editor
Topic: [Important Feature Request] Export SkinSwaps into multiple Atlases
Replies: 17
Views: 594

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

Hello, CreaturePack does not have bones so you will not be able to do attachments using bones. You have to use the fully-featured Creature runtime to be able to attach your own images as slots. This is clearly documented in the CreaturePack Github docs: https://github.com/kestrelm/Creature_Unity/tre...
by chong
Sat Aug 10, 2019 6:31 pm
Forum: Editor
Topic: [Important Feature Request] Export SkinSwaps into multiple Atlases
Replies: 17
Views: 594

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

Hello, Actually the information I provided is what you need to accomplish your goals. 1. Each mesh has points, indices and uvs. You only need to map the uvs over to your own custom texture image ( loaded elsewhere ). This is precisely how other gamedevs do it via dynamically swapping out UVs for the...
by chong
Sat Aug 10, 2019 5:47 pm
Forum: Editor
Topic: [Important Feature Request] Export SkinSwaps into multiple Atlases
Replies: 17
Views: 594

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

Hello, Actually quite a few game studios using Creature in production modify the runtimes to accomplish exactly what you mentioned for their own gameplay/engines. Each mesh region is saved out with standard points, indices and uvs ( the standard mesh representation of any rendering engine ). From th...
by chong
Sat Aug 10, 2019 4:38 pm
Forum: Editor
Topic: [Important Feature Request] Export SkinSwaps into multiple Atlases
Replies: 17
Views: 594

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

Hello,

What you requested is not trivial and will require investigation...
by chong
Wed Aug 07, 2019 5:46 pm
Forum: Editor
Topic: Release 3.67
Replies: 0
Views: 164

Release 3.67

Release Notes Auto Poly Mesh Creation via Image Outline Tracing You can now convert an existing uniform mesh into a new Polygon mesh with an outline that matches that of the image region automatically! Select your uniform mesh in Meshing Mode -> Click Custom Polygon Mesh Button -> Auto Convert Poly...