The Trial version is completely Free and has features like data saving removed.That means I can't save? OK, if I can't use / save my datas I can't check if the tool is useful for Visionaire...
thats normal business, Machtnix.The Trial version is completely Free and has features like data saving removed.That means I can't save? OK, if I can't use / save my datas I can't check if the tool is useful for Visionaire...
I've been asked for runtimes for:Well, on the plus side mate, there does seem to be a dedicated normal map application to go along with it. Guess you could kill 2 birds with 1 stone.- Spine (done)- Spriter- DragonBonesand now this one.Adding runtimes is very time consuming. Also I must make sure it will work with all graphicbackends.
It's c++ but very unlikely that Alex or Simon would let you anywhere near the source code, let alone mess about with it. Simon, never said "never", but he's currently working on other stuff that he needs to finish first.Hello,Thanks for the very useful discussion on this thread! Very informativeIn terms of actual features, Creature is 100% mesh based ( even the Standard version offers mesh skinning. Full blown IK is also offered in the Standard version, as well as a variety of physics motors for all sorts of interesting dynamics effects )I think having a Creature runtime will add quite a bit of visual fidelity to your engine. Here is an example of what the Creature runtimes are capable of producing:There is also a lightweight version of it called CreaturePack that is even easier to integrate ( also 100% mesh based ) It is designed for large crowds of characters and very performant. Here it is running ( everything authored in the scene is done with Creature, with the exception of particles):If your backend is C++, C# or WebGL, I will be happy to help integrate the runtimes into your system.Cheers
thats normal business, Machtnix.That's what I mean: I can't check if the tool file formats fits to Visionaire before buying the unknown stuff. Maybe I can export png-files to test a frame animation.Your animations will only be saved in the editors own format but cant be exported to be used anywhere else...The Spine Integration also works only with exported spine files - which are only saveable when you at least buy the essentials pack.Same goes for VS itself. Free version = test it, see it, but dont export it
It's c++ but very unlikely that Alex or Simon would let you anywhere near the source code, let alone mess about with it. Simon, never said "never", but he's currently working on other stuff that he needs to finish first.
Quick question: is C# the only option for manipulating the sprite part animations during runtime? The reason I ask this is because the extensible scripting language of Visionaire Studio is Lua script. I think they used that because it's fairly easy to learn & it's fairly fast - at least with LuaJIT.
thats normal business, Machtnix.Your animations will only be saved in the editors own format but cant be exported to be used anywhere else...The Spine Integration also works only with exported spine files - which are only saveable when you at least buy the essentials pack.Same goes for VS itself. Free version = test it, see it, but dont export it
regarding kestrelm's tool itself:Never heard of that tool before, but seems to be roughly the same coverage of features as spine, spriter or dragonbones deliver.i guess the Integration has to be handled by Simon himself to make the engine make use of your files, api or whatever. If your programml can expkrt in spine compatible files it should already work...kind regardsSebastian