Search found 1045 matches

by chong
Mon Dec 02, 2019 12:02 pm
Forum: Runtimes
Topic: Animation events on Phaser3
Replies: 2
Views: 2147

Re: Animation events on Phaser3

Hello, So right now the callbacks are not in the CreaturePack runtimes since it is a more lightweight ( but higher performance ) version of the Creature runtimes. I do suggest however that you can do an easy "lite" version of it which is to simply get the sample the current frame of your animation (...
by chong
Sat Nov 23, 2019 1:49 am
Forum: Editor
Topic: Release 3.71
Replies: 0
Views: 1998

Release 3.71

Release Notes for New Version Adding Stable Steps to Pin Rope Motor: A new Stable Steps property has been added to the Pin Rope Motor. Increase this value to reduce the amount of motion when posing the rope. This essentially allows the motor to behave as a high quality stretchy IK motor with large ...
by chong
Fri Nov 22, 2019 12:48 pm
Forum: Editor
Topic: bone - mesh relation
Replies: 4
Views: 2240

Re: bone - mesh relation

Hello,

From the video it looks like the bones are not properly weighted. You have weights from other bones also influencing the lower bones resulting in this effect. You probably want to check your weighting to fix this this issue.
by chong
Thu Nov 21, 2019 2:46 pm
Forum: Editor
Topic: bone - mesh relation
Replies: 4
Views: 2240

Re: bone - mesh relation

Hello,

It looks like your bones are not weighted or associated with the mesh. You can start off by watching the tutorials on Bone Weighting, especially the part where you can assign regions to the bones. By default, the bones are associated with all regions.
by chong
Mon Nov 18, 2019 10:43 pm
Forum: Runtimes
Topic: AppGameKit support
Replies: 5
Views: 3308

Re: AppGameKit support

Hello, The runtimes provide added functionality; they support mesh motors ( not just bone motors ) so they support more advanced forms of mesh deformation. FBX only supports mesh deformation via bone skinning. Also for things like CreaturePack, advanced animation compression is also supported. Thanks
by chong
Sat Nov 16, 2019 1:10 pm
Forum: Runtimes
Topic: AppGameKit support
Replies: 5
Views: 3308

Re: AppGameKit support

Hello,

If they already support FBX files, then you can just export from Creature a FBX animation asset and it should work in their engine.

Thanks
by chong
Sat Nov 16, 2019 1:09 pm
Forum: Runtimes
Topic: UE4 4.22 LiveSync not working eventhough I'm in Pro Version
Replies: 2
Views: 1741

Re: UE4 4.22 LiveSync not working eventhough I'm in Pro Version

Hello, You should download the CreaturePlugin from the Github page: https://github.com/kestrelm/Creature_UE4 That version is updated to UE4.23. Also, LiveSync I believe is for the standard runtime, not the CreaturePack version ( which is the store version ). In summary, try the Github version first....
by chong
Fri Nov 15, 2019 7:59 am
Forum: Runtimes
Topic: AppGameKit support
Replies: 5
Views: 3308

Re: AppGameKit support

Hello,

Not sure if they support efficient mesh rendering; will need to investigate to see if it is possible.

Thanks
by chong
Wed Oct 23, 2019 10:40 pm
Forum: Editor
Topic: game engine export - transparency/opacity for Unity
Replies: 4
Views: 1706

Re: game engine export - transparency/opacity for Unity

Hello, I just loaded up Unity, made a simpler CreaturePack project and it works: https://paste.pics/65a9f2cf3da0b0b6754712ec63df7b25 Check the screenshot out, it should also show you the shader it is using ( standard Sprites shader ). I am not sure what is going on at your end but I am not doing any...
by chong
Wed Oct 23, 2019 12:12 pm
Forum: Editor
Topic: game engine export - transparency/opacity for Unity
Replies: 4
Views: 1706

Re: game engine export - transparency/opacity for Unity

Hello, You should be able to use Unity's various shaders to get the transparency you want; this has always worked and is specific to understanding Unity's material setup. I believe there should be a sprite shader that supports transparency by default and/or has various modes that support transparenc...