Search found 11 matches

by joriooo
Fri Nov 22, 2019 1:16 pm
Forum: Editor
Topic: bone - mesh relation
Replies: 4
Views: 4534

Re: bone - mesh relation

Thank you Chong,
the problem was that all regions were weighted also by the root bone of the character... the only bone I didn't check... ofcourse :roll:

Thank you for your help, you're the best!
by joriooo
Thu Nov 21, 2019 5:35 pm
Forum: Editor
Topic: bone - mesh relation
Replies: 4
Views: 4534

Re: bone - mesh relation

thank you for such prompt reply Chong, I know it kinda looks that way, but the problem is that the bones are weighted and the proper regions are assigned to them. you can see on the screenshot (on the right) that bones are actually moving/affecting assigned parts of the arm. the unusual thing is tha...
by joriooo
Wed Nov 20, 2019 11:55 am
Forum: Editor
Topic: bone - mesh relation
Replies: 4
Views: 4534

bone - mesh relation

hi Chong, I apologise in advance for such a noob question, but I just can't figure out what am I doing wrong. After meshing, rigging and weighting I end up with no "direct attachment" between the bones and dedicated meshes: https://i.ibb.co/VwQdWFs/creature-bonesmesh.png (this is already evident in ...
by joriooo
Thu Oct 24, 2019 9:46 pm
Forum: Editor
Topic: game engine export - transparency/opacity for Unity
Replies: 4
Views: 4142

Re: game engine export - transparency/opacity for Unity

Thank you so much for all your efforts chong, really means a lot!
Of course, the "Colors" option during export did the trick :)
Thank you again and all the best!
by joriooo
Wed Oct 23, 2019 5:34 pm
Forum: Editor
Topic: game engine export - transparency/opacity for Unity
Replies: 4
Views: 4142

Re: game engine export - transparency/opacity for Unity

Thank you very much for your support Chong, unfortunately I cant get it to work properly even with the sprite or particle shaders. I've tried to do a similar test you did in that old topic I've mentioned before in my question (http://bit.ly/2MJrh9L)- one simple region with changing opacity, just to ...
by joriooo
Mon Oct 21, 2019 8:30 pm
Forum: Editor
Topic: game engine export - transparency/opacity for Unity
Replies: 4
Views: 4142

game engine export - transparency/opacity for Unity

Hello, I'm experiencing some transparency issues when exporting animations for a game engine. If the animation is exported via video / movie export, everything looks perfect, but when the animation is exported for the game engine and opened in Unity, there's a complete lack of opacity changes, every...
by joriooo
Tue Oct 08, 2019 10:31 am
Forum: Editor
Topic: Animation resizing/scaling
Replies: 7
Views: 4289

Re: Animation resizing/scaling

thank you so much, that's a very useful insight!

just one last thing regarding scaling inside game engines (in this case Unity)- do you happen to know if there is any influence on processing performance, if resizing is done in the game engine not beforehand in Creature?

thanks again!
best!
by joriooo
Mon Oct 07, 2019 9:58 pm
Forum: Editor
Topic: Animation resizing/scaling
Replies: 7
Views: 4289

Re: Animation resizing/scaling

Thank you for your reply, I'm aware that this is one way to do it, but the problem in this case is texture atlas size. It would be much bigger than actually needed for the game, therefore it would take much more space, which is always a big issue for a mobile game. Also are there also no other negat...
by joriooo
Sun Oct 06, 2019 7:58 pm
Forum: Editor
Topic: Animation resizing/scaling
Replies: 7
Views: 4289

Animation resizing/scaling

Hello, just wondering if there is any way to resize a animation - for example if the animation of the character is made at the size optimal for mobile game, therefore as small as possible, it's useless for other non in game uses where much larger size would be required (promotional videos, trailers....
by joriooo
Wed Sep 18, 2019 8:12 pm
Forum: Editor
Topic: Animation scale size in Unity
Replies: 2
Views: 2773

Re: Animation scale size in Unity

awesome, thank you very much for your help! ruler bar 'units' were the key thing :roll: