That being said I’m inclined to see what I can do for COA when I’m motivated with my free time.Īlso I reckon these RX people deserve funding either way for what they’re doing. So I’m sort of wondering if that is going to be a better future solution to stick with. They have future plans for even better interoperability. Duik Ángela – RxLaboratory Rx Experimental Tools for Blender | Bluik – RxLaboratoryįor interchange they offer the ‘OCA’ format:Ĭheck out their stuff more, they have loads of awesome software.Īll their stuff is free and opensource, and they seem to develop regularly. ‘Duik’ already exists with After Effects. RX laboratories are working on a more robust cut out animation solution that is interchangeable with not only Krita and Photoshop, but also After Effects. I can’t promise anything, but the good news is that I’m now not so clueless with code! It’s given me a bit of an appetite to learn python some more. Doing FPS game mechanic stuff in Godot using GD script for a personal project. Since posting this I HAVE been working on my programming skills. So I may hopefully get around to fixing some things. But I’m realizing that Chat GPT might be the key to helping me figure out how to get things working. To be truthful I haven’t yet fully dived into this. If we can get this working, I’ll upload the resulting project as a fork. This one could be the most challenging, for C#, C++ and GD script would be needed. It’d be nice to support the major engines, but most people are going to want Unity/Unreal/Godot compatibility. Custom COA RunTime: Since DragonBones is no longer being maintained, we will probably need something that works on future engines. Some more control over atlasing, whether it’s using a custom UV channel, or a better UV packing algorithm. Layer clipping, the ability to make one object mask several others, even if it’s just the cut-out geometry like in Spine: For shadows, light sheen effects, charge effects etc. The latest version of blender throws an error the moment you load this addon. I’m not even sure where to begin with this. Compatibility with the latest version of Blender. I think the tough part would be converting this to the right shaders that dragonbones (or Creature) can interpret. It would require a template for additive and multiply shader setups which should be no problem in theory. This one is essential to be able to keep up with what people are doing in Spine. Shadows, paint effects etc require multiply blending. No Additive or Multiply blend modes for layers: flame particles, neon effects etc require additive blending. It’s working fine but there are some limitations to COA tools that I’d like to fix in this order of how essential the fix is: So I can use Blender 2.93.14 stable with this addon and it will work just fine. Kreezii updated the latest version of COA from 2.8 compatibility to 2.9.
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