Search found 12 matches

by wermfood
Fri Jul 05, 2019 3:51 pm
Forum: Runtimes
Topic: How to Detect when BlendAnimation is Complete
Replies: 2
Views: 279

Re: How to Detect when BlendAnimation is Complete

Well that stinks! :D . I really loved the way that the blends made my animation look. Although now - I have discovered Morph targets and am going off on that tangent now hahaha.

Thanks for the quick response as always!
Wermfood
by wermfood
Thu Jul 04, 2019 1:57 am
Forum: Runtimes
Topic: How to Detect when BlendAnimation is Complete
Replies: 2
Views: 279

How to Detect when BlendAnimation is Complete

Is there a simple way to know when one animation that has blended into another animation has been completed? I am overriding the CreatureGameAgent.AnimationReachedEnd and logging when that event is fired. Then I change the Blend_Speed to something slow like 0.01f. When I select an animation, the Ani...
by wermfood
Wed Jun 19, 2019 2:30 am
Forum: Runtimes
Topic: I freaking Love it! Now, how about something cool
Replies: 3
Views: 535

Re: I freaking Love it! Now, how about something cool

Quick Update -- I have not really been able to move things independently like I had hoped. So instead I went back to positioning one object over the other and "composite" the character dynamically. My challenge currently is that because I am positioning from vertexes the movement of the components o...
by wermfood
Fri Jun 14, 2019 1:16 am
Forum: Runtimes
Topic: I freaking Love it! Now, how about something cool
Replies: 3
Views: 535

Re: I freaking Love it! Now, how about something cool

Just thought I would give you an update -- I done tons of examples of skins and performing that setup. I can see how that would indeed be "on top" of the other animations. My challenge is currently, I don't know how I can "tween" from the previous image to the new one when doing skins. As a matter o...
by wermfood
Tue Jun 11, 2019 10:45 pm
Forum: Runtimes
Topic: I freaking Love it! Now, how about something cool
Replies: 3
Views: 535

I freaking Love it! Now, how about something cool

Ok, I HAVE TO SAY -- the more I use Creature the more I like it. Every time I load it up I learn something new. Previously I used Spriter as my "animation engine", and as a passionate user of Spriter, there are so many things I am going back and doing over with Creature. Having said that, let me ask...
by wermfood
Sun Jun 02, 2019 4:46 am
Forum: Runtimes
Topic: Seeing a Strange Issue with PIXI versions above 4.5.1
Replies: 6
Views: 648

Re: Seeing a Strange Issue with PIXI versions above 4.5.1

will do. Thanks again! have an excellent night/day
by wermfood
Sun Jun 02, 2019 3:31 am
Forum: Runtimes
Topic: Seeing a Strange Issue with PIXI versions above 4.5.1
Replies: 6
Views: 648

Re: Seeing a Strange Issue with PIXI versions above 4.5.1

Wow that’s fast! The latest version is 5.0.3 I Assume you have just configured the 4.8.7 version. I’ll pull it down and take a gander. ** Update Just checked it out and you did make it work with the latest version 5.0.3! I did see a potential issue while I was running through the code when dealing w...
by wermfood
Sun Jun 02, 2019 12:53 am
Forum: Runtimes
Topic: Seeing a Strange Issue with PIXI versions above 4.5.1
Replies: 6
Views: 648

Re: Seeing a Strange Issue with PIXI versions above 4.5.1

I spent a few hours tracing code and making changes. I am no chong so after doing the simple programming changes deeper issues started occurring (like vertex full). Ill get back to it once I get my confidence back ;) Here is a bit of a detailed list of what I have seen, maybe it will spark something...
by wermfood
Fri May 31, 2019 2:16 am
Forum: Runtimes
Topic: Seeing a Strange Issue with PIXI versions above 4.5.1
Replies: 6
Views: 648

Seeing a Strange Issue with PIXI versions above 4.5.1

Hi! Now that you helped me in Unity and I was able to do what I wanted, its time to change things up ;) I have taken the page of the fox that is running from the WebRuntimes (PixiJSRef-Pack-Demo.html) and replaced the script of <script... pixi.js with the same version but hosted. So now it looks lik...
by wermfood
Sun May 26, 2019 1:37 am
Forum: Runtimes
Topic: How can I "Pin" one Creature to another one?
Replies: 4
Views: 590

Re: How can I "Pin" one Creature to another one?

It worked thanks again! I appreciate your guidance. I put the bone across the head and then calculate the angle while it leans using the formula you specified. Now I can "Pin" one creature object to another.