![]() ![]() If ease of use is more important & you don't mind finding workarounds for limitations then feel free to use VS instead or Game Maker Studio or Construct 2 or whatever makes most sense. If Unity has more features that you need, then use that. Like most things, it's about choice & sacrifice, what you can live with & what you can live without. It's possible that 3D models will work ok in the official release of 5.0 - I can't confirm that though. x file that one of devs game to me as a test & it seemed to import ok when I tried it, though it seemed to have a few issues animating correctly. For me VS should have just stayed 100% 2D, but that's just my personal opinion. Quick note: I believe most of Daedalic recent games over past few years were 3D characters that were exported, painted over with zBrush thing then imported into VS as still frame animations or imported into Spine for sprite part animation, which is something VS supports - at least in VS 5.x.ģD character support was something quite a few people kept asking for, then after it was eventually implemented I think hardly anyone has bothered using it. Personally I recommend exporting your models as 2D sprites - will probably save you a headache in the long run. The only real benefit from my perspective to using 3D characters is being able to adjust the camera angle / perspective view in which we see the characters which is great if you plan on using scenes drawn from different angles. If not, then exporting them as still frames is perfectly valid. If it's absolutely vital you use 3D character models, then I'm sure you'll figure out what works best for you in regards to creating them, exporting them & importing them into Visionaire Studio. Maybe it will get expanded on in the future. The best person to talk to about 3D characters & how to import them would be the member who's guide we posted on the wiki as he's the only one that has been using 3D character models as far as I'm aware.ģD character support was only added a few versions or so back, so it's a bit raw. I've not asked Simon about it as it's not a feature I use or probably ever will use. I don't know if the feature has been fixed for the upcoming Visonaire Studio 5.0 public release. x format works correctly, though I believe 3D characters are somewhat broken in Visionaire Studio 4.2.5. ![]() □ fix bump, emissive, specular, and json configs not loading on older versions of node.To my knowledge on. □ fix light shadow casters not working sometimes □ fixed some map settings not being cleared properly between maps □ Fixed clicking on events offset outside of their original tile not causing interaction. □ Fixed animations flickering when game window not focused or when fps above 60 ✔️ action data and bone data for imported gltf models ( allows setting bone scale, animation speed, and renaming actions ) I also plan to add the wait feature to more plugin commands in the future to eliminate the need to add a wait manually, but for now this is the only command where it works. (you probably don't want to use it together with loop) The action plugin command also has a "wait" option which pauses the interpreter until the action finishes playing. You can use important actions to play actions that drive shape key expressions on the character, for example. ![]() This allows you to easily create actions that affect both skeletons and shape keys without having to mess with the NLA editor in blender.Īctions marked as "important" using the action plugin command will not be cancelled when changing between automatic actions (such as walking and running). The example char.glb model that comes with the example projects have a sit and fidget action that can be played using plugin commands, in addition to the standard actions listed above.Īctions that share the same name but with a different number prefix, such as Idle and Idle.001, will be played together as though they were the same action. There is a new action plugin command which will play, pause, or stop actions for a target character. These actions are idle, walk, run, jump, fall, and swim. Some actions will be played automatically based on context. ![]() The example models have configured player characters in the actor note tags. See the example projects for examples on how to rename actions, scale bones, and replace textures on imported models. The main focus of this update is the control over animations on imported GLTF models, which I've renamed to actions to avoid confusion with RPG Maker's animations, and to match the name used in Blender's action editor. ![]()
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