Good question, but I can't tell as of now. It won't be as useful in next anyways because they're both built in the same engine and could have similar graphics
I suggest loading obj files and their textures, together with post processing and camera control.
posing needs IK, if you use FK you just need to rotate a joint
in the parenting tree.
use my model of tori if needed as reference of structure or UVs.
I hope it does because honestly. At least as of right now, this program shows a lot of promise. The way you've managed to make a program like this is pretty amazing. Thanks for answering my questions. I'll be following your thread to see how things turn out.
Will it be possible to load a certain frame from a replay or would that be too complicated
replay files has info about the positions and moves each joint does.
changing its data people can hack replays.
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as you are saying to allow dismemberment, it isnt hard to duplicate a bodypart, or unparent it.
you just need to mess with the body structure.
Added Posing!
Select a Joint by clicking on it (shows in the top right corner) Use R/F to rotate in the specified Axis, use 1/2/3 to select which Axis.
Lock Camera is now the middle MouseButton.Preview
I'll add something so it's easier to tell which Joint you're about to click and in which axis the Joint will rotate. I also actually made the Joints only rotate in the way they would rotate in Toribash but later discarded that to allow more freedom and encourage creativity. You can pose the joints however you like!
private Texture2D myGUITexture;
void Start()
{
myGUITexture = (Texture2D)Resources.Load("Texturename.png");
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
void Start() {
GameObject go = GameObject.CreatePrimitive(PrimitiveType.Plane);
Renderer rend = go.GetComponent<Renderer>();
rend.material.mainTexture = Resources.Load("glass") as Texture;
}
}
a bit sorry for this lazy post, You should format your files to serialize, beyond you dont need to pass bytes, just load the image.
private Texture2D myGUITexture; void Start() { myGUITexture = (Texture2D)Resources.Load("Texturename.png"); }
a bit sorry for this lazy post,using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { void Start() { GameObject go = GameObject.CreatePrimitive(PrimitiveType.Plane); Renderer rend = go.GetComponent<Renderer>(); rend.material.mainTexture = Resources.Load("glass") as Texture; } }
but read the documentation.
then assign to object.
I guess they transfer to bytes because of the resizing.
nice to see you coming with a solution.
this program willl make the life easier for texturers.
and the dl lp is boring.