Search found 1034 matches

by chong
Thu Oct 17, 2019 11:54 am
Forum: Runtimes
Topic: Godot Compile problems
Replies: 7
Views: 155

Re: Godot Compile problems

Actually compilation errors should be fixed.There was a new checkin:
https://github.com/kestrelm/Creature_Godot
by chong
Sun Oct 13, 2019 1:15 am
Forum: Editor
Topic: Release 3.70
Replies: 0
Views: 13

Release 3.70

Release Update Notes

Vertex Attachment Window Bug Fixes Fixing bugs associated with switching projects when Vertex Attachment Window is opened
by chong
Tue Oct 08, 2019 12:21 pm
Forum: Editor
Topic: Animation resizing/scaling
Replies: 5
Views: 53

Re: Animation resizing/scaling

There shouldn't be a performance issue, but this will be dependent on your Game Engine.

Cheers
by chong
Tue Oct 08, 2019 1:03 am
Forum: Editor
Topic: Animation resizing/scaling
Replies: 5
Views: 53

Re: Animation resizing/scaling

Hello, Actually you are free to resize the texture atlas down to whatever size you want as long as you keep the aspect ratio. All UV coordinates of the Creature meshes are normalized ( 0 to 1 ) so if you have more stringent memory requirements, you can always scale the texture atlas down while keepi...
by chong
Sun Oct 06, 2019 10:45 pm
Forum: Editor
Topic: Animation resizing/scaling
Replies: 5
Views: 53

Re: Animation resizing/scaling

Hello,

When you deploy the character with the Creature Runtimes, it is deployed as a deformable mesh. Using your standard game engine's scaling functions, you can scale the character however large or small you like. So use that to adjust your character sizes.

Thanks
by chong
Thu Oct 03, 2019 6:04 am
Forum: Editor
Topic: CCG?
Replies: 1
Views: 63

Re: CCG?

Hello,

Creature is an animation tool for skeletal/mesh animation, the tool you showed is more catered towards shader effects style animations.
Having said that, you can do some distortion effects in Creature via the Control Pts and Grid mesh motors. You can look into those.

Cheers
by chong
Wed Oct 02, 2019 10:28 pm
Forum: Runtimes
Topic: Colliders not generated with Build Skeleton feature
Replies: 3
Views: 58

Re: Colliders not generated with Build Skeleton feature

Hello, Thanks for the investigation and angle fix! I will take a look at it when I get the cycles again, but I did a simple test on my own example with the angles matching correctly. It might have something to do with the code not accounting for all possible object hierarchy layouts. Will need time ...
by chong
Wed Oct 02, 2019 12:51 pm
Forum: Runtimes
Topic: Colliders not generated with Build Skeleton feature
Replies: 3
Views: 58

Re: Colliders not generated with Build Skeleton feature

Hello, I can investigate. But you can also take a look at the source to see what it is doing: https://github.com/kestrelm/Creature_Unity/blob/a77d81612bedcf845fba5fbff2d1cda58a5451d9/Distro/CreatureGameController.cs Under the function: CreateGameColliders(), See how it creates it: BoxCollider2D pare...
by chong
Sun Sep 29, 2019 4:49 am
Forum: Runtimes
Topic: One issue (SCREENSHOT INCLUDED)
Replies: 1
Views: 58

Re: One issue (SCREENSHOT INCLUDED)

Hello,

It sounds like possibly your mono and .net environments in Unity are not setup properly?
You can consult this thread for some help/info:
https://forum.unity.com/threads/system- ... ks.454880/
by chong
Fri Sep 27, 2019 12:14 pm
Forum: Runtimes
Topic: UE4 crash on creating "Creature Animation Asset"
Replies: 4
Views: 82

Re: UE4 crash on creating "Creature Animation Asset"

Oh so I need to make a note for this, CreatureActor is deprecated. You should use a regular actor and add a CreatureMeshComponent to as a BP. That is the correct way to create and use Creature character in UE4.

Thanks