TimelineFX customer
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TimelineFX customerParticipant@Stardog wrote:
@BryanPope wrote:
@Stardog wrote:
Unity’s particle system isn’t good for mobile, so I bought TimelineFX for the spritesheet export options and here’s what I came up with.Thanks to this post I have just bought TimeLineFX. I am also working on a small game for mobile using Unity.. 🙂
StarDog, did TimeLineFX also make the wall flicker with the torch light?
Cheers,
Bryan Pope
The wall flicker is actually just the bad Gif compression 😛
You’ll also need a Billboard script like this attached to a parent gameobject, so the flame looks at the player all the time.
http://pastebin.com/9H8yUuS2That makes zero sense.
Particles are natively billboarded in unity.
You can set manually to Billboard, Vertical, Horizontal, and Stretch too.
Attaching a script is not advised
TimelineFX customerParticipantGlad to hear this isn’t dead.
I’ve used this software for countless projects over the last year or more
TimelineFX customerParticipantbrilliant! my company is using TGA as the standard format for all textures in our upcoming release. This saves me a lot of time. Thanks
TimelineFX customerParticipanthehe i’ve been curious about splatter FX as well. Was suprised not to see a ‘splat’ of sorts in the line of ‘liquid’ based FX. But its harder to do that considering how random the spread would be. You have the linear stretched ‘branches’ of the splat, and also the smaller spawned circular splats in proximity to the POI (point of impact)
TimelineFX customerParticipant@peterigz wrote:
Hi,
that sounds odd, do you know what frame size you had for your animation?
Yes, I was able to (somewhat) figure out what is going on here.
It is exporting things at 8x (or x32?) whatever i set it to.
So, in order to get the 4096×4096 that I desire, I simply set the size to be 512×512!
Works like a charm. 😉
Also, the 16384×16384 texture TimelineFX pumped out was flawlessly gorgeous if I might add.
Sadly, the AAA level game my team and I are making uses an engine that supports 4096x at max. (what a pity huh?) 😆
Baking the FX onto a 16384x texture really bit down hard on my RAM and CPU for a couple minutes, I’m quite impressed at the quality that TimelineFX was able to generate for such a massive texture.
Later today i’ll see if it can surpass 16384x . . . don’t worry, I’ve got a super high-end rig designed for creating pro-level games.frame size was 32…. wait a minute… is that the connection? ?! 😯
Maybe for some reason it is taking the resolution TIMES the frame size!
I’ll experiment with 10 frames and 512×512 size and see if it generates a 5120×5120 texture 😛oh and concerning the “Divide by 0” error, don’t sweat it. Its a pretty common export related error that can happen with many apps in fact. I can easily recreate a Divide By 0 error message using Blender by setting the wrong export settings. My guess is that I tried to export a 8192×8192 texture using TimelineFX and it tried to make it x32, meaning 262144×262144 texture size, and that resulted in an Insufficient Memory related error.
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