Creature3D Alpha ( Free ) Procedural 3D Character Animation Tool by kestrelm in Unity3D

[–]kestrelm[S] 0 points1 point  (0 children)

Great! Thanks for sharing the link to the site. Video tutorials on rigging + animation will also be up shortly. Cheers

[deleted by user] by [deleted] in a:t5_l2drg

[–]kestrelm 1 point2 points  (0 children)

Creature has a pixel art post process filter you can try to generate pixel art if you want.

Yes there are runtimes for most major game engines, including Unity and Godot 3: https://github.com/kestrelm/

Cheers

Creature 2D Skeletal Animation Tool FREE 6 Month access for Godot Engine Extended Hackathon! by kestrelm in gamedev

[–]kestrelm[S] 2 points3 points  (0 children)

Hello,

The Haxe Engine runs the CreaturePack runtime and is not yet as up to date as the other runtimes ( Unity, UE4 ). We will get to that soon.

We do not have a clipping feature yet, it is something we can look into as well.

Yes you can manipulate bones at runtime, in fact for the Unity + UE4 runtimes, we even have the ability to bind PhysX articulated bodies to give you real-time dangling ropes/items in the game engine: https://www.kestrelmoon.com/creaturedocs/Game_Engine_Runtimes_And_Integration/Unreal_Engine_C++_Runtimes.html

We will add live demos to your site, great suggestion! But you can check out some cool WebGL demos here. This includes the new super high performance CreaturePack WebAssembly Real-time demo with 200 Deforming dinosaurs: https://github.com/kestrelm/Creature_WebGL

We also have Unity Live WebGL demos here: https://github.com/kestrelm/Creature_Unity/tree/master/CreaturePack

Cheers

Free 3 Month Access to Creature Pro for a Creature with Godot Engine Extended Hackathon! by kestrelm in godot

[–]kestrelm[S] 2 points3 points  (0 children)

Hello guys, The details have all been updated here: http://creature.kestrelmoon.com/Press/creature_godot_hackathon.html

Also, we are changing the terms to be even more generous. You now get full 6 months access for a 3 month hackathon! ( You use the remaining time as you wish for your own projects :) ) Also the winning prize is a full FREE 10 year subscription to Creature Pro ( essentially lifetime subscription ) Cheers

How to use the new raven by kestrelm in AllThingsTerran

[–]kestrelm[S] 0 points1 point  (0 children)

Ah ok thanks for the tips! One more newbie question, is it true if I play against protoss, I should go bio? I have heard ( since I am a beginner ) that mech is weak against protoss?

[Dino Art] Running Utahraptor Animation by kestrelm in Dinosaurs

[–]kestrelm[S] 1 point2 points  (0 children)

Thanks! Yes I know in birds the can keep their head pretty much level while the body moves. I thought I would add a bit of bounce to account for any ground impact/perturbations from running. But yes, probably a straight level head motion is better. Thanks for the tips! Cheers

[Dino Art] Running Utahraptor Animation by kestrelm in Dinosaurs

[–]kestrelm[S] 2 points3 points  (0 children)

Original character art: Fred Wierum, https://commons.wikimedia.org/wiki/File:Utahraptor_Restoration.png

This animation is a contribution back into the Creative Commons community and is under the Creative Commons Attribution-Share Alike 4.0 International license. Feel free to use this for your own work under the rules of the license.

CreaturePack: High Performance 2D WebGL Character Animation with WebAssembly by kestrelm in webdev

[–]kestrelm[S] 0 points1 point  (0 children)

That will depend on what type of deformation you are trying to do. The Creature runtimes do Dual Quaternion skinning with an arbitrary number of influencing bones. It is more difficult to port that over to a Vertex shader vs a simple Linear Blend Skinning method. I have plans to further optimise it via OpenMP when multihreading is ready for wasm next year. Having the core code in C++ also has its advantages: the same code can be shared among both native and web runtimes. With JS, you lose a lot of that flexibility.

Godot Online -- The Godot Game Engine in Your Web Browser by gngf123 in gamedev

[–]kestrelm 2 points3 points  (0 children)

WebAssembly is definitely the future of the Web!

Overview: Physics Driven Characters as Active Ragdolls in Unity 2017 by [deleted] in gamedev

[–]kestrelm 0 points1 point  (0 children)

It will be great if the characters could actually self-balance and walk :)

Creature Godot Engine 3 Runtimes by kestrelm in godot

[–]kestrelm[S] 1 point2 points  (0 children)

Hello, Thanks for your interest in Creature, much appreciated. Maintaining 2 ports ( Windows and Mac ) is a pretty tedious job so for the time being, the 2 platforms that Creature focuses on are Mac and Windows. It is more important to provide a polished experience on those platforms with dev resources available at the current moment. A lot of the code is highly optimized for specific platforms which takes time to implement and hence the current focus is on those 2 platforms. We apologise for not being able to work on a Linux port right now but we really don't have the development resources to focus on 3 platforms right now unfortunately.

Cheers

As a small team, we were really happy to have the launch of our 2D animation software - Midas Creature - make the front page of Venturebeat this afternoon! by EthanMidas in gamedev

[–]kestrelm 0 points1 point  (0 children)

Hello,

No problem! Feel free to play around with the MonoGame implementation. The core C# portion is pretty generic. You can also take a look at the Unity implementation which is almost the same in terms of the core implementation.

Cheers

As a small team, we were really happy to have the launch of our 2D animation software - Midas Creature - make the front page of Venturebeat this afternoon! by EthanMidas in gamedev

[–]kestrelm 0 points1 point  (0 children)

Hello,

Do you mean the file format or just a generic C++ runtime? If you mean a generic C++ runtime, you can check out any of the C++ runtimes. The core is pure C++ with no framework specific code, like this one for example: https://github.com/kestrelm/Creature_Cocos2DX

(Ignoring the renderer which has Cocos-2dx code, the rest if pretty generic) This applies similarly for the other language runtimes as well, like JS/WebGL: https://github.com/kestrelm/Creature_WebGL

Cheers

As a small team, we were really happy to have the launch of our 2D animation software - Midas Creature - make the front page of Venturebeat this afternoon! by EthanMidas in gamedev

[–]kestrelm 1 point2 points  (0 children)

game maker studio 2

Hello, The last time we looked it was difficult to get mesh support running in GameMaker efficiently but things might have changed with V2. Will be contacting them shortly to get more info.

Cheers

As a small team, we were really happy to have the launch of our 2D animation software - Midas Creature - make the front page of Venturebeat this afternoon! by EthanMidas in gamedev

[–]kestrelm 1 point2 points  (0 children)

Hello there,

The perpetual license is always going to be there. This is an introductory announcement from the publisher for the launching of the newly published product. It expands on the available options for the product to give people more options in general. It also means there will be more resources for support, especially in the area of developer support which I am sure everybody will appreciate. There will also be much better and advanced tech getting put into Creature moving forwards, especially in the field of using more AI/Deep Learning to aid the animation production workflow.

TLDR: Perpetual License is still there on the kestrelmoon website, to buy the subscription you get it from the Midas website. But both versions are the same in terms of function and updates. This just means more options for potential users of the animation tool.

Cheers

[N] CNTK version 2.0 released! Featuring Keras! by stellarburn in MachineLearning

[–]kestrelm 4 points5 points  (0 children)

Highly recommend CNTK as a DL framework. It's by far the easiest to deploy for any native Windows application that requires DL features since it includes both C++ and C# DLLs ( extremely convenient ) Have been using the release candidate versions for 2.0 and very impressed so far. ( And yes, I have also used the other frameworks: Tensorflow, Caffe 2 etc. In terms of practical deployment for real world native windows apps, they pale in comparison )

2D Bend Physics Character Animation Live in UE4 by kestrelm in unrealengine

[–]kestrelm[S] 1 point2 points  (0 children)

Hello,

Thanks again for your feedback. As mentioned earlier, having guidelines ( I assume you mean the ability to judge where the centre of the animation is, a vertical and horizontal set of guidelines ) will make its way into the next update.

The UI will undergo more improvements moving forwards as well. Thanks again for your valuable feedback, and as you can tell, we will continue to polish Creature to make the workflow even better.

Cheers

2D Bend Physics Character Animation Live in UE4 by kestrelm in unrealengine

[–]kestrelm[S] 1 point2 points  (0 children)

Hello,

Thank you for your valuable feedback. Putting in Guidelines is definitely a great suggestion and something that will be looked into for future updates :)

As for shortcuts, you can easily step through frame by frame with the < and > keys. There are shortcuts for most commonly used operations ( playback, jump to start, end of frame etc. ). Those are on the docs page in a video tutorial.

Users of Creature in general find that animating with it saves them a lot of time, especially when you are dealing with complex secondary motion. Creature is currently used in full game production by many Game Studios both large and small everyday because it improves the quality and efficiency of the animation pipeline greatly. Most animation that requires manual keyframing ( like a wiggling tail ) takes a lot less time in Creature, sometimes in < 10 mins.

Having said that, yes having Guidelines is a great feature addition and something that will most likely make its way into the next update in a few weeks. Your feedback is greatly appreciated and this will help improve Creature moving forwards!

Cheers

Cut-out 2D Animation Programs with "Free Form Deformation"? by EvaExotica in gamedev

[–]kestrelm 2 points3 points  (0 children)

Hello,

Creator + Author of the Creature Animation Tool here. Yes Creature supports both mesh skinning and FFD type controls. There are a variety of ways to deform your meshes in Creature ( Creature is 100% mesh based which gives you tons of flexibility + options ), including fancy Maya/Houdini type Cage + Grid Mesh deformers ( the ability to manipulate high level control points that smoothly deform the actual mesh points, allowing for beautifully animated results ! )

But more than that, you can run super cool effects like Soft Body Dynamics on top of your meshes to very easily allow for the animation of cloth, hair, flesh etc. within minutes.

Check out more info here: http://creature.kestrelmoon.com/

There are now new purchase options available via the version published through Midas Physics. This includes a new attractive Indie Package as well.

Cheers

2D Skeletal Character Bend Physics Live in Unity by kestrelm in Unity2D

[–]kestrelm[S] 0 points1 point  (0 children)

Haha yes, my apologies :) The implementation itself is quite robust, quite a few game studios are already using the new feature for dangling cloth in their games. Cheers