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Deakcor

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A member registered Jun 25, 2017 · View creator page →

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Hello, changing the bones rest is to move the bones without affecting the image deformation. But the system can be improved for sure.

The keys can't be copied but you can copy tracks between animation. But yes be able to copy keyframes could help in some cases. I'll note that for a future update and also being able to copy whole animations.

Hi, for sure having a cli would be very useful I noted that for a future update, thank you!

Hello, it's not currently possible to disable some transform property inheritance, it's noted for a future update, thank you.

Hello, yes you can define the FPS of the exported animation like : 



And more globally you can define a default FPS for all the new animations :

Hello, thank you for the report, I'll try to reproduce. The issue happens on blend/fbx only or also with glb files ?

Hello, is it possible for you to provide me one of your model maybe with embedded textures (so fbx or glb), I'll have a look

By discord (deakcor) or if you don't have by email (support@pixelover.io)

Hello, msaa adds anti aliasing to the render. So the edges don't have 100% opacity anymore so it affects the lines. You can fix that by removing transparency in the opacity section.

Hey, after renaming the model PixelOver is handling it as a new file but the issue is quite strange.

But yes you can attach your file by replying the PixelOver support email if you well received it.

Oh nice, thank you. Ok certainly because the points have been added before transforming to mesh. I'll have a look, and I see you animated without bones maybe you will find animation easier by using bones, also for mesh deformation it can be really useful : 
https://docs.pixelover.io/tutorials/bones_animation
https://docs.pixelover.io/tutorials/mesh_deformation

For the tail (and the legs maybe ?) you could maybe be interested to use inverse kinematics : 
Inverse kinematics - PixelOver Manual

(1 edit)

Hi, thank you for the bug report, I'll try to reproduce the issue. So you made an animation with bones on all the parts, then you transformed the tail to mesh, and when you try to add animation keys to move the points it moves at this moment ?

Hello, it would be nice but I think these formats are closed ones so it should be difficult to make an importer but I'll note that to verify later.

Thank you!

So to be able to select all the materials to edit them in the same time would be ok for your needs ?

Thank you for playing!

Hi, thank you but no sorry there aren't these shortcuts at the moment. Which is usually the shortcuts used to navigate between frames ? It will be added in the next update

It's no currently planned, as it would mean redoing the entire tileset. Why do you use 48x48, it's a size often used?

Yes it was made for Godot 3.x. I'll have a look if it could be updated to Godot 4.x

Hi, thank you for the report. I don't remember reproduced this wrong behavior on a mac but it's certainly only linked to mac m1/m2 gpu. I'll try to reproduce and fix

Looks very strange, never reproduced that. Is there any particles activated ?

Hi, if it's the same file, PixelOver has a system of synchronization that's to say if the file is modified in an external program it will be resynchronized in PixelOver. 

But for the animations if new ones have been added there will be one more step, you will need to create a new animation in PixelOver and you select the object in the bottom left panel under the animation input choose the right animation and add a key. (It's a bit complicated so I'll add a short gif here to better explain later)

And for the moment there is no way to only import animations to another imported 3d model. But in the future animation system will be improved.

Hi, thank you for the report. Indeed it's a bit strange that even the t pose reproduces the issue. I'll try to reproduce and fix. Else you can set manually the size of the canvas (by selecting the canvas on the top left panel and set the size)

Ah yes I forgot to update but this is now fixed in the last version (0.15.1). Thank you again for the report

Sure I'll have a look to add this one by default

Hi, thank you for your feedback. Yes indeed when copying bones should be relative to the object, it will be fixed in the next update. (I'll update this post when the fix will be released)

Hey, by default 1m = 32 pixels in PixelOver but you can change in project settings (right panel second tab when you have a project opened)

Merci !

that's very surprising because PixelOver shouldn't delete file in another place than its own appdata folder. But I'll double check the place there is file deletion to add security (to ensure it's in appdata folder level)

I don't think it should be possible to delete itself, it's not an action of the computer or an antivirus ? But I'll check to add security when there is a file deletion. And recently opened file, you mean the recovery files ?

Yes you are totally right, maybe at the project level could be enough (at least for the moment). I'll check if I can implement that quickly for the next update

Hello, it's not possible at the moment but I understand the issue, thank you for your feedback. It will be implemented in a future update

Thank you ! Ah yes forgot to add the license, so yes you can use for personal or commercial use, modify for your needs but not share or resell of course. And credit not necessary but appreciated.
I guess the corresponding license is cc4.0 ? I'll have a look and update

Oui il se pilote comme une voiture, merci !

J'ai été un peu pressé par le temps donc c'est pas aussi propre que j'aurais voulu mais merci !

Merci bg

Thank you !

Thank you ! Yes I didn't had time to test it a lot so the balance isn't very well 😅

Hey, yes the issue is I think, the animation with a lot of keys have different frame duration. Maybe this could be improved in the future by introducing a time input instead of using the frames.
So yes for the moment. If all the frames have same duration, one key is created at the beginning and one at the end. Else multiple keys can be added if the frames duration differ. (I see there is a lot on the timeline maybe I could improve the amount of keys required)

Examples fixed, and depth displacement shouldn't crash (and has been improved) in version 0.14.5

I added more security on that in the new update (0.14.5) let me know if you still have issues

Is it random issue or you can reproduce each time ?