Search found 9 matches
- Tue Jun 29, 2021 8:13 pm
- Forum: Showcase
- Topic: Working on a puppet system in Godot using Morph Targets
- Replies: 2
- Views: 6721
Re: Working on a puppet system in Godot using Morph Targets
Thanks. That's just a set of four morph targets. I'm planning on breaking things into more pieces so that I can control the body, eyes, and some appendages separately.
- Mon Jun 28, 2021 10:52 pm
- Forum: Showcase
- Topic: Working on a puppet system in Godot using Morph Targets
- Replies: 2
- Views: 6721
Working on a puppet system in Godot using Morph Targets
I'm planning on combining morph targets with skin swapping to make a gamepad controlled puppet. This is my first basic prototype:
https://www.youtube.com/watch?v=E9yjvklg8Oo
https://www.youtube.com/watch?v=E9yjvklg8Oo
- Thu Apr 15, 2021 4:32 pm
- Forum: Runtimes
- Topic: Realtime modifications with Godot 2D
- Replies: 6
- Views: 12388
Re: Realtime modifications with Godot 2D
Hmm. I’ll take that to mean Creature is now focused on 3d support. I guess that makes sense since unity and unreal are 3D even when they are 2D. I’ll make do with work-arounds until I can take the 3D plunge. I’ll miss the straight forward 2D workflow but eventually I could do 2.5D that way.
- Thu Apr 15, 2021 1:30 am
- Forum: Runtimes
- Topic: Realtime modifications with Godot 2D
- Replies: 6
- Views: 12388
Re: Realtime modifications with Godot
Hello, Actually Creature can export your characters with bone motors to FBX/GLTF. The purpose of that is to allow your characters to be used in a regular game engine workflow. You can consider that as an option if it works for you. Thanks Hmm.. Interesting. I'll have to look into how to use that in...
- Wed Apr 14, 2021 11:21 pm
- Forum: Runtimes
- Topic: Realtime modifications with Godot 2D
- Replies: 6
- Views: 12388
Realtime modifications with Godot 2D
Hi! I am looking at creating more real-time effects effects that have characters reacting to in game events. I'm wondering: Will there ever be a Godot implementation for in Game Bone IK? Will there ever be a Godot implementation for Bend Physics support for dangling bone chains? Is there a way to mo...
- Wed Apr 14, 2021 10:56 pm
- Forum: Runtimes
- Topic: Godot 3.2.1 Fail to play after export (Desktop .exe and .html)
- Replies: 10
- Views: 23122
- Wed Apr 14, 2021 9:59 pm
- Forum: Runtimes
- Topic: Godot 3.2.1 Fail to play after export (Desktop .exe and .html)
- Replies: 10
- Views: 23122
Re: Godot 3.2.1 Fail to play after export (Desktop .exe and .html)
Since this is a C++ module (which is compiled statically into the engine), you need to recompile all the export templates you plan to use as well. Otherwise, the class won't be available in the export template binary. I hope there's a fix / further direction on how to compile export templates (with...
- Wed Apr 14, 2021 6:01 pm
- Forum: Runtimes
- Topic: Normals in Godot?
- Replies: 5
- Views: 11942
Re: Normals in Godot?
GLTF is super cool, but my game is 2d. I did find a shader tutorial that got the lights working, so yay! I'll put it here for reference in case anyone else wants/needs to know how to do it. Modified from https://www.gdquest.com/tutorial/godot/2d/lighting-with-normal-maps/ : 1) Expand the Creature no...
- Wed Apr 14, 2021 3:55 am
- Forum: Runtimes
- Topic: Normals in Godot?
- Replies: 5
- Views: 11942
Re: Normals in Godot?
Is it still the case that the only way to get normals on animation is to write our own shader for it?