Search found 808 matches

by chong
Fri May 25, 2018 5:03 am
Forum: Runtimes
Topic: Unity Animator Problem
Replies: 3
Views: 15

Re: Unity Animator Problem

Hello, There is no support in the Unity plugin UI yet, but you can modify the code to do this: https://github.com/kestrelm/Creature_Unity/blob/master/Distro/CreatureModule.cs Look at the function: private void IncreAutoBlendRunTimes(float delta_in) In it, it increments the animation runtime ( frame ...
by chong
Thu May 24, 2018 3:40 pm
Forum: Runtimes
Topic: Cocos creator support
Replies: 1
Views: 4

Re: Cocos creator support

Actually I was looking into this before but could not find an easy way to render a general mesh ( points, indices, uvs ).
If you can find out how to do it easily, let me know ( for Cocos Creator )

Thanks
by chong
Tue May 22, 2018 12:54 am
Forum: Runtimes
Topic: Unity Animator Problem
Replies: 3
Views: 15

Re: Unity Animator Problem

Hello,

I just checked with a test case using MecAnim and it seems to be running fine.
The error seems to indicate that some reference to an object is null. What is null in this case?
If you run this in Visual Studio, what does the inspector say during debugging? Which variable/property is null?
by chong
Fri May 18, 2018 2:08 am
Forum: Editor
Topic: Can I set a frame rate when I export to gif ?
Replies: 1
Views: 16

Re: Can I set a frame rate when I export to gif ?

Hello, There are quite a few online tools to change the FPS of your gif. For example, there is one here: https://ezgif.com/speed There are also command line tools like imageMagick: http://blog.floriancargoet.com/slow-down-or-speed-up-a-gif-with-imagemagick/ Finally, you can also just export out as r...
by chong
Thu May 17, 2018 4:50 pm
Forum: Editor
Topic: Can I copy-paste key frames to other animation clips ?
Replies: 1
Views: 10

Re: Can I copy-paste key frames to other animation clips ?

Hello,

No copy paste between animation clips yet. However, you can click on one clip, then click "Duplicate". That will clone that clip into a new clip with all the existing animation.

Thanks
by chong
Thu May 17, 2018 4:48 pm
Forum: Editor
Topic: Can I overwrite import in sprite frame manager ?
Replies: 2
Views: 11

Re: Can I overwrite import in sprite frame manager ?

Hello,

Sorry not yet, there is no such feature at the current moment. I will need to investigate the feasibility of it.

Thanks
by chong
Mon May 14, 2018 11:11 pm
Forum: Editor
Topic: suggestions on the animation ui-
Replies: 2
Views: 33

Re: suggestions on the animation ui-

Hello,

These are all decent suggestions. I will see what I can do, a couple of them I can definitely address for the next update :)

Cheers
by chong
Sun May 13, 2018 12:58 am
Forum: Editor
Topic: How do I hide some regions in TestRig mode ?
Replies: 1
Views: 13

Re: How do I hide some regions in TestRig mode ?

Hello, Sorry Test Mode does not allow you to hide Regions right now. If you want to hide them you might want to consider doing that in Animation Mode with opacity settings. One other option is to use SkinSwaps, you can create different skinSwap combinations and activate them in RigMode. Different Sk...
by chong
Fri May 11, 2018 4:22 am
Forum: Editor
Topic: Release 3.44
Replies: 0
Views: 29

Release 3.44

Release 3.44

Convert all to S-Curve Fix Better Convert All To S-Curve Algorithm

Text Input for Anchor Points Adding text input boxes for Anchor Point positioning

Sprite Frame Manager Item Re-ordering Allowing shifting/moving of items in the Sprite Frame Manager
by chong
Thu May 10, 2018 2:51 am
Forum: Editor
Topic: Creature Custom Poly & Mesh Motor Graphic Problems
Replies: 6
Views: 59

Re: Creature Custom Poly & Mesh Motor Graphic Problems

Hello, So I replicated your exact test on multiple platforms and machines ( laptops, desktops etc. ) and all of them created the custom polygon just fine. Here is one of the recording sessions to show you the custom poly operation working: https://www.dropbox.com/s/swocqq9471d383b/cubeDebug.mp4?dl=0...