i've got an image with detached body parts, 1 file showing where each one is and another showing where they go and how they move. it looks like it was made in spine.
those files are from a unity game
i've found a tool (https://lib.haxe.org/p/OpenFl-Animate-Atlas-Player/1.9.3) that i thought would do exactly that but it seems to not work, or i don't know the correct terminology with which to search for
so if anybody knows a tool that can convert those files into a gif/video it'll help a lot
if i left something out here are the files themselves: https://mega.nz/folder/ko01xQjI#pfiVzEf9Oy1q1hINwSwUhA
Related
I know that for Unity, there are are asset debundlers and package managers, but if you are wanting to convert an Unreal ASSET/RESS file back into its original code, is there a way to do this? I have tried to find information on this, but it seems there either isn't a way to do this, or I am looking in the wrong places.
Thanks in advance!
In my experience I've never been able to get directly from .uasset. BUT, in my opinion you have two options:
1 export asset to get the main file. (Works best for meshes and textures)
2 find the source file from hovering texture. (If you only work with your pc works best)
It may sound like other questions related to this matter but I don't have any problems opening rectangular .png files. Seems like my computer has problems only with non-rectangular pictures (e.g. triangular play button without the background). What can be done? I think there's no need to provide a reproducible example. Appreciate all the help.
EDIT: the error is as follows
I think you forgot to put your picture in your project folder because I once made that mistake for a game that I made. You should also maybe remove Resources/res/ from the loadFromFile code.
I'm using rectangle and circle shapes with textures loaded form file without problem, transparent .png's too. If you are absolutelly sure that your code is correct, you got correct file address etc.. Maybe there is a problem with image. Try to load some another image where you 100% know that it works fine. Maybe your antivirus is messing with your projects,. Check if you have exception for your project directories. I could be more specific if you provide some code of your attempt to us.
guys.
I need some help with some Ai thingy. Recently I try converted Ai file into png and it works fine but later I found out that some of the fonts have changed and so the proportions become off. I tried to review back to my Ai design and everything was fine there, proportioned wise etc. I tried using other converter and none of it works. if it works, the same problem occurs. I need to know if anyone can help me with it.
In Illustrator, use "Export..." from File menu and select PNG as the file type. In the export settings, choose the highest DPI setting and consider the other options in that dialog if you are not happy with the result.
This will render out a PNG with the same fonts and should look like what the file looks like on your computer.
we created a simple animation in Maya using keyed blend shapes. Exported it as a .dae.
I've been trying and researching everywhere and it seems like SceneKit will not play this type of animation.
I can see my Morphers in Xcode as well as the animation key, but nothing ever happens when playing this animation.
I've seen a couple threads about that on Autodesk and here, and it looks like no one have solved this issue. So my question is the following: is there anyone out there that was able to play an animation from a .dae file using blend shapes?
Thank you
No, I don't believe this is possible. I went down this same path about a year ago. In the end I used one of my developer code-level tech support tickets AND filed a bug report. I got action on both fronts. Apple said that it SHOULD work. However, it successfully played any kind of transform animations (position, scale, rotation), but wouldn't play any keyed blend shape ones.
Then I had them look at my DAE file from Maya. They said that the exported file was not a valid Collada. They pointed me specifically to what was wrong with the way Maya exported it, and even told me what would need to be changed in order to make it work.
I went to the Collada DAE file format spec and confirmed the Apple engineer was correct about what was wrong with the exported file. I opened a case with AutoDesk. After a few initial questions, I never heard back.
Upon making the change Apple mentioned, it still wouldn't work. But get this -- after making their changes, the Preview app on the Mac would play the animation correctly! But never in Xcode.
Here is an Apple Dev Forum link to my posting there: https://forums.developer.apple.com/message/308819#308819
Here's the same project I was using: https://bitbucket.org/drewster77/scenekitimportedanimtest
If you get it working, please post the solution here!
I'd like to create a test application for my Unreal Engine based game to create screenshots. I'd like to place many (possibly thousands) of cameras throughout the maps and then have my test application enumerate them all and take a screen capture at each camera location.
I came across Taking Screenshots, but wanted to first check to see if this isn't already built into UE4 in the editor, or some tool. I'm also aware of the Screenshot Comparison Tool, but that doesn't seem to be what I need because I don't really want to use UE4 to do the image matching, but instead just want a directory full of images that I can do with what I want.
Any suggestions?
This is not directly what you want to do but I found this article very interesting: https://www.unrealengine.com/en-US/blog/capturing-stereoscopic-360-screenshots-videos-movies-unreal-engine-4?sessionInvalidated=true
It explains how people at Ninja Theory Ltd proceeded to produce their 360 video trailer which is, in the end, producing two 360 screenshots per frame.
So what they did was having everything exported in a folder (as a sequence of images) and then did what they wanted with it. (In this case put them all together with ffmpeg to make a video)
They used a plugin, I do not know if it can be tweaked not to make 360 captures but the built-in "take screenshot" from UE4 could work for you.
More specifically to what you need, you could probably store all positions/transform in an array, loop over it when you want to make the screenshot. Each step, you place your Camera at the specific position, make sure it is the current active camera to change the "view" and take a screenshot.
Taking screenshots and setting parameters such as export folder, resolution etc. ... can be called via console commands and console commands can be executed from code or blueprint using the "execute console command" node (there is an example in the article).
I hope it helps.
I think the best bet you have is rendering camera to a texture.
this way you can have multiple inactive camera then iterate through them, activate them, capture their screen view and going to the next one.
for basic tutorial have a look at
https://www.youtube.com/watch?v=a9iho861SlY