Search found 715 matches

by chong
Fri Jan 12, 2018 7:00 am
Forum: Runtimes
Topic: Unity In Game IK Now Available
Replies: 0
Views: 12

Unity In Game IK Now Available

Newly checked in feature on GitHub, In-Game IK via the new IK Packets framework: https://twitter.com/KestrelmMoon/status/951710144076824576 You can create IK Packets which allow you to target 2 bones for in game real-time IK. Any number of IK Packets can be created and made to target a generic Unity...
by chong
Fri Jan 12, 2018 4:26 am
Forum: Runtimes
Topic: Hand Holding
Replies: 7
Views: 39

Re: Hand Holding

Update: Actually I will be adding built in IK functionality for the Unity Plugin soon! So subscribe to the GitHub changes for updates.

Cheers
by chong
Wed Jan 10, 2018 6:07 pm
Forum: Runtimes
Topic: Hand Holding
Replies: 7
Views: 39

Re: Hand Holding

Yes, it does look like I already provided you a helper function you to that ( which you found already ):
TransformToCreaturePt()

You want to call the bone's SetWorldStartPt and SetWorldEndPt() yes. "World" in the bone's context means the character world or character space.

Cheers
by chong
Wed Jan 10, 2018 4:28 pm
Forum: Runtimes
Topic: Hand Holding
Replies: 7
Views: 39

Re: Hand Holding

Hello, For a Xna.Vector4, first it is a 4 vector which means the final component ( the fourth ) should be 1. Also, your world position from Unity needs to be transformed into character space. That is you need to apply the inverse of the character's transform matrix onto it to map it into local chara...
by chong
Tue Jan 09, 2018 11:40 pm
Forum: Runtimes
Topic: Hand Holding
Replies: 7
Views: 39

Re: Hand Holding

Hello, In your case using the BoneOverride is the correct thing to do. However, the issue is that you are simply posing just one bone when what you actually want is the whole chain of bones. Essentially, what you are asking for is to solve an IK problem. To solve for a general case ( > 2 bones ) is ...
by chong
Mon Jan 08, 2018 7:23 am
Forum: Editor
Topic: Release 3.31
Replies: 0
Views: 33

Release 3.31

Exciting New Updates for 3.31 Features Video: https://youtu.be/52r5JGrgdYk Animation Controllers for Pro New powerful Animation Controllers feature for Creature Pro! Allows Morph Pose Target(s) animation, motor parameter space interpolation for muscle activation and more! Custom Polygon Mesh Author...
by chong
Thu Jan 04, 2018 1:49 am
Forum: Runtimes
Topic: Unreal Engine Sequencer
Replies: 2
Views: 20

Re: Unreal Engine Sequencer

Hello, So for sequencer, all Creature animation objects are BP compatible which means you should be able to drive them with sequencer. However for capturing of animations, I presume you are talking about more tightly coupled integration? In theory it should work given the fact that the creature obje...
by chong
Thu Dec 21, 2017 6:18 pm
Forum: Runtimes
Topic: Animation looks squashed in C2
Replies: 1
Views: 16

Re: Animation looks squashed in C2

Hello, You will need to drag and size the Creature object in C2 manually ( trial and error ) to get the correct sizing ratio. The issue is because the C2 API for plugin devs like us does not allow any easy way to access the underlying JSON or render meshes in editor mode. I have already mentioned th...
by chong
Fri Dec 15, 2017 5:29 pm
Forum: Sprite Bump
Topic: Documentation
Replies: 2
Views: 48

Re: Documentation

Hello,

I will fix the docs links. In the meantime, you can access it directly from here:
https://www.kestrelmoon.com/spritebump/docs.html

Yes Sprite Bump is part of the Creature subscription package.

Update: Ok, the docs link should be fixed now.

Thanks
by chong
Tue Nov 28, 2017 5:52 pm
Forum: Editor
Topic: BVH Files in an isometric game
Replies: 1
Views: 58

Re: BVH Files in an isometric game

Hello, BVH file just contain 3D motion ( typically from Mocap ) data. I assume you are referring to using the 3D to 2D Mocap transfer tool to transfer that animation onto your characters? Isometric looks are independent of the BVH files, the BVH is just used to assist you in getting motion from the ...