Unfortunately not yet, I will try to find an option for yall in the future. Honestly better yet hope our governments pull their heads out of their ass
Carrot
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Heyo, so frames are indeed added, but the pixels on the canvas aren't modified at all. It's basically just putting whatever frame "on 2s" or whatever we set.
If we have frames 1 3 and 5, I think the idea is it would auto generate 2 and 4 for us. Giving us 12345. But as it is, we get 113355. Hope that makes sense!
Ayo! Thanks for the compliments!
One of the things our rebuild is incorporating is tags! We will be tagging scenes by preference and critter, so peeps will be able to filter the gallery. But with that function, we want to also implement a preference setting so it can skip those moments for people who don’t want to view whatever content.
I’ve heard the comments “I’m not usually into blank, but this is super hot!” Many times before, so I definitely suggest folks taking a look instead of flat skipping stuff. But it’s a function we will be adding none the less.
Heyo - I went through a majority of your bullet points, and they are all actually fine.
Be sure you're moving the right bones. These rigs (all the same btw), have both IK and FK rigs. Be sure you're showing the right ones by toggling on the bone layers. If you don't know what this is, google it.
When positions are being mirrored, it's because X-mirror is on. You're right that the doberman's is on unlike the others, but you can just toggle that off. it's a good feature to be aware of when posing/animating stuff anyways.
In addition, a game's Blender file isn't always super indicative of their actual game files. For example, the blender files here have controller bones (the ik bones), which are likely not in the actual engine. Or they could be, but usually assembled in the engine themselves. All that to say that the blend file =/= game prefab assets.
But yeah blenders nuts. you'll get it.
-Oh, Missing texture on moose is legit.