Search found 1166 matches

by chong
Mon Jul 12, 2021 1:17 pm
Forum: Editor
Topic: How to make a acceptable png file for creature
Replies: 2
Views: 604

Re: How to make a acceptable png file for creature

Hello,

You can try perhaps with a different program like Gimp? Creature just loads standard PNGs, nothing special. Your other option is to compare the sample PNGs with yours and see if the export options are different.

Thanks
by chong
Tue Jun 29, 2021 1:38 pm
Forum: Showcase
Topic: Working on a puppet system in Godot using Morph Targets
Replies: 2
Views: 881

Re: Working on a puppet system in Godot using Morph Targets

The dynamic look on your controller puppet is amazing! Pretty impressive stuff...

Cheers
by chong
Sun Jun 06, 2021 1:16 am
Forum: Creature3D
Topic: Release 0.138
Replies: 0
Views: 659

Release 0.138

Version Updates

Improved Undo/Redo Performance for Manual Weight Painting: In Rig mode, new enhanced Undo/Redo algorithm for better performance during manual weight painting

Please re-download manually this new version from:
https://www.kestrelmoon.com/creature3D/ ... l#download
by chong
Sat May 15, 2021 12:33 am
Forum: Creature3D
Topic: Release 0.137
Replies: 0
Views: 620

Release 0.137

Release Notes

Mesh Visiblity Toggle In Rig mode, selecting a mesh now has an option to show/hide it. This functionality works with the weight painting operations.
by chong
Thu Apr 15, 2021 7:51 am
Forum: Runtimes
Topic: Realtime modifications with Godot 2D
Replies: 4
Views: 1440

Re: Realtime modifications with Godot 2D

Hello,

For these sorts of things 3D animation workflows might make more sense ( since these are all things associated with skin/bone mesh animations which are typically in 3D )

Thanks
by chong
Thu Apr 15, 2021 12:02 am
Forum: Runtimes
Topic: Realtime modifications with Godot 2D
Replies: 4
Views: 1440

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
by chong
Wed Apr 14, 2021 7:58 am
Forum: Runtimes
Topic: Normals in Godot?
Replies: 5
Views: 4333

Re: Normals in Godot?

Hello,
yes because Creature exposes it as a regular Godot Mesh. So you should be using Godot's own material system to achieve that.
You can also export as GLTF to take advantage of their 3D renderer for that.

Thanks
by chong
Mon Apr 12, 2021 11:46 pm
Forum: Creature3D
Topic: Release 0.136
Replies: 1
Views: 839

Release 0.136

Release Notes
Auto Weighting Fixes Addressing Auto Weighting issues with multiple meshes
by chong
Mon Mar 29, 2021 11:45 pm
Forum: Editor
Topic: 1 sec == x keyframes ?
Replies: 3
Views: 1252

Re: 1 sec == x keyframes ?

This should be a configurable option in the File->Preferences option under Playback Framerate.

Thanks
by chong
Mon Mar 29, 2021 4:31 am
Forum: Runtimes
Topic: WebGL Runtimes ready for Phaser 3.5
Replies: 0
Views: 840

WebGL Runtimes ready for Phaser 3.5

Creature WebGL runtimes now ready for Phaser 3.5:
https://github.com/kestrelm/Creature_We ... er/Phaser3

Cheers