Search found 1142 matches

by chong
Thu Apr 15, 2021 7:51 am
Forum: Runtimes
Topic: Realtime modifications with Godot 2D
Replies: 4
Views: 50

Re: Realtime modifications with Godot 2D

Hello,

For these sorts of things 3D animation workflows might make more sense ( since these are all things associated with skin/bone mesh animations which are typically in 3D )

Thanks
by chong
Thu Apr 15, 2021 12:02 am
Forum: Runtimes
Topic: Realtime modifications with Godot 2D
Replies: 4
Views: 50

Re: Realtime modifications with Godot

Hello,

Actually Creature can export your characters with bone motors to FBX/GLTF. The purpose of that is to allow your characters to be used in a regular game engine workflow. You can consider that as an option if it works for you.

Thanks
by chong
Wed Apr 14, 2021 7:58 am
Forum: Runtimes
Topic: Normals in Godot?
Replies: 5
Views: 2741

Re: Normals in Godot?

Hello,
yes because Creature exposes it as a regular Godot Mesh. So you should be using Godot's own material system to achieve that.
You can also export as GLTF to take advantage of their 3D renderer for that.

Thanks
by chong
Mon Apr 12, 2021 11:46 pm
Forum: Creature3D
Topic: Release 0.136
Replies: 1
Views: 50

Release 0.136

Release Notes
Auto Weighting Fixes Addressing Auto Weighting issues with multiple meshes
by chong
Mon Mar 29, 2021 11:45 pm
Forum: Editor
Topic: 1 sec == x keyframes ?
Replies: 3
Views: 124

Re: 1 sec == x keyframes ?

This should be a configurable option in the File->Preferences option under Playback Framerate.

Thanks
by chong
Mon Mar 29, 2021 4:31 am
Forum: Runtimes
Topic: WebGL Runtimes ready for Phaser 3.5
Replies: 0
Views: 58

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
by chong
Mon Mar 29, 2021 12:04 am
Forum: Editor
Topic: 1 sec == x keyframes ?
Replies: 3
Views: 124

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
by chong
Sat Mar 20, 2021 12:12 am
Forum: Creature3D
Topic: Release 0.135
Replies: 0
Views: 100

Release 0.135

Release notes

QuatK Motor Translation Fix Fixing translation operation for Widget
by chong
Fri Mar 12, 2021 1:26 am
Forum: Creature3D
Topic: Release 0.134
Replies: 0
Views: 103

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 )
by chong
Wed Mar 10, 2021 12:36 pm
Forum: Creature3D
Topic: Image from Atlas disappears when in Rig mode
Replies: 1
Views: 96

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