![]() Another thing I really find it useful for is read/writing 3DS or FBX files. Sorry for hijacking the topic - Cheetah really is a wonderful tool, one that every Unity user should have in their arsenal. OTEE paying for development of the exporter and releasing it without copyright is a win for everybody. Blender has very good tools for character animation (OK, it ain't Motion Builder) but right now it's a dead end - you can't get that data out, so you can't integrate w/ any professional workflows. There are plenty of Very Smart People in the blenderverse (Ideasman, LetterRip, or Ton Himself?) who could make this happen, and while it would obviously be a boon to us Unity users, I think it's really what Blender needs as well for widespread commercial adoption. Knowing that Nicholas and OTEE are committed to full Blender support for animations makes my day. I'm glad to have any option today, and Martin's done a great job w/ Cheetah, but Blender is and will be my preferred tool. Thanks for the link, Kahuna - that is exactly what I've been waiting for. Luckily texture backing is one of the easier features to implement. I know that texture backing is the last big thing missing in Cheetah3D to make it a perfect game developers companion. Like a Global Illumination renderer or a second set of UV coords (not accessible yet via UI but already available internally). I actually already have 80% of the necessary code implemented. Concerning the wish for lightmap backing. Now I can't await to play the first Cheetah3D/Unity jump and run game. jas files you can always easily modify your animation cycles without loosing any information or without any need for manual file conversion. fbx conversion is performed like a command line tool it is much faster than other apps which have to start up the UI first or who run the conversion via a slow script. jas files in Unity directly as before of course. So if Unity will support that feature in the future you can easily create facial animations in Cheetah3D. Cheetah3D supports FBX morph targets (shapes). I think Motion Builder is the only other 3D app which also supports that FBX feature. There is no need to create various files for every single animation clip or to split up a spaghetti animation. animation cycles directly in Cheetah3D and save them into one single file. So you can make all your run, walk, jump, etc. Cheetah3D supports FBX takes (animation clips). I mainly added them for a smooth Unity workflow. Just some notes about Cheetah3D 4.0 animation features which are special and very handy if you work with Unity. I actually have no idea how to translate "Specular Size" within the Reflection Node.I'm happy to see that the Cheetah3D 4.0 release already made it into the Unity forum. The "Specular Size" is something I use to help define the breadth of my specular effect. I'm sure I can figure this out, but I felt a forum thread specifically on tips on how to easily use Specular textures in Falcon would be helpful. But, in animation this is a compromise because motion blur is currently only in Falcon. Lately, I've been using the Cheetah renderer when I want that specific specular effect. In Falcon (with Reflection blur) the effect is not really what I expect and adds to the render time. In Cheetah, the Specular appears to be a very fast calculation. Perhaps I should try that as well.Īny tips from any others playing around with an EASY specular effect (using old specular textures) in Falcon? I have not yet experimented with adding a modified Specular texture to the Reflection Blur node as well. This does NOT create similar results AND now my render time goes up due to the reflection blur. Sometimes I have to alter a Specular texture manually and add global reflection blur to the texture. BUT, to simply place a Specular texture image into the reflection node does not create the same effect. ![]() And I understand that a Specular effect is a type of Reflection. I know the Specular node is disabled in Falcon. I am wondering if anyone has come up with a pretty solid protocol for how to create straightforward specular effect in Falcon.
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