Search found 729 matches

by chong
Fri Feb 23, 2018 12:12 am
Forum: Editor
Topic: how to make my animation slower?
Replies: 10
Views: 206

Re: how to make my animation slower?

Hello, Actually there is a way to solve your problem, I can guide you on how to achieve it for your custom gameplay needs. Take a look at: https://github.com/kestrelm/Creature_Unity/blob/master/Distro/CreatureModule.cs And at the line 2727: float cur_run_time = active_blend_run_times[cur_animation_n...
by chong
Thu Feb 22, 2018 6:13 pm
Forum: Editor
Topic: how to make my animation slower?
Replies: 10
Views: 206

Re: how to make my animation slower?

Hello, Actually I just added the feature in for you, check out the latest Unity Plugin changelist: https://github.com/kestrelm/Creature_Unity/commit/def35d4ac3dbe4f7ed26db4bc25a78ae9cc8b0c7 In your gameplay code, you can call: SetCustomSpeed(string animation_name, float speed) with the animation nam...
by chong
Thu Feb 22, 2018 5:25 pm
Forum: Editor
Topic: Animation with switching shoulders
Replies: 1
Views: 17

Re: Animation with switching shoulders

Hello, Yes there are multiple ways to do it. A couple of ways: 1) Put in the different pieces together overlapping each other. Go to Region Mode when Animating, click on each region and you will see an "Opacity" track in the Keys/Knots Timeline. You can animate that to hide/show the region by keying...
by chong
Thu Feb 22, 2018 5:22 pm
Forum: Editor
Topic: how to make my animation slower?
Replies: 10
Views: 206

Re: how to make my animation slower?

Hello, Right now there isn't a way to adjust that from the Unity plugin UI. However, the underlying framework/API to do what you want is in there. Here is what you can try to get what you want working: Open up: https://github.com/kestrelm/Creature_Unity/blob/master/Distro/CreatureRenderer.cs Look at...
by chong
Thu Feb 22, 2018 5:15 pm
Forum: Editor
Topic: Creature Pro Windows User Experience
Replies: 30
Views: 1180

Re: Creature Pro Windows User Experience

Hey chong, it's been a while! I'm gonna do some more animating the next few weeks, so I might drop by and give some more feedback if that's okay :) For starters, it would be extremely helpful if it was possible to edit meshes after adding them in the rig view or even after weighing. Sometimes I onl...
by chong
Tue Feb 20, 2018 3:59 pm
Forum: Editor
Topic: No meshing controls after purchase
Replies: 1
Views: 42

Re: No meshing controls after purchase

Hello, This correct. The Trial version enables all the Pro version features, we will update the website Features List to reflect that. ( we recently added this because it was a user feature request but hadn't had the time to update the Website yet ) However, the Basic version does not. Mesh sculptin...
by chong
Sun Feb 18, 2018 12:58 am
Forum: Editor
Topic: Release 3.36
Replies: 0
Views: 27

Release 3.36

Updates for New Release Real-time Game Engine Morph Targets Ability to export data for in engine real-time Morph Targets. UE4 + Unity runtimes + tutorials will be updated and online soon: https://twitter.com/KestrelmMoon/status/964616254068736000 Copy/Paste Fix for Detached Animation Timeline Copy/...
by chong
Mon Feb 12, 2018 2:00 am
Forum: Editor
Topic: Release 3.35
Replies: 0
Views: 41

Release 3.35

Release Notes Real-time Game Engine Morph Targets Ability to export data for in engine real-time Morph Targets. UE4 + Unity runtimes + tutorials will be updated and online soon. Clip Composition Support for Unity CreaturePack New function to compose new clips composed of existing clips, functional ...
by chong
Sun Feb 11, 2018 9:37 pm
Forum: Editor
Topic: midasphysics? kestrelmoon? difference?
Replies: 2
Views: 40

Re: midasphysics? kestrelmoon? difference?

Hello, Thank you for your interest in Creature. To clear this up: Creature has 2 purchase options : Perpetual and Subscription, we offer both as flexiblity to our customers. Perpetual license you purchase through the KestrelMoon website: https://creature.kestrelmoon.com/purchase.html For Subscriptio...
by chong
Sat Feb 03, 2018 9:17 am
Forum: Runtimes
Topic: Problems that force the program to quit when using the Warps feature
Replies: 1
Views: 58

Re: Problems that force the program to quit when using the Warps feature

Hello, The Warps functionality is getting phased out in favour of using Animation Controllers and Mesh Grid/Poly Motors to do 3D Head-type movements. This new approach is a lot more powerful + flexible and will be the officially supported method moving forwards. Please read + watch tutorials on Anim...