Remove Animation Remove Clipping Remove Data
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VFX Breakdown in Animation vs. Live-Action: Key Differences

Filmustage

The stunning visuals in "Avatar: The Way of Water" (2022) and Pixar's "Elemental" (2023) demonstrate how both live-action and animation redefine the limits of visual effects. They capture real actors' performances in live action and build complete worlds from scratch in animation. Animated films craft every visual element digitally.

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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

Animation: Fix incomplete FPS spinbox display in sprite frames editor ( GH-101798 ). Rendering: 2D: Fix clip children and rendering artefacts ( GH-102161 ). Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.

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Programmatically change animationClip properties at runtime

Cocos

I don’t think animation clip data is modifiable in runtime, but you can try to use Animation Frame Event to trigger your custom script, so that you can control any property during the animation process.

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[Ask CC 3.8] AnimationClip change old size when changed Frame

Cocos

My code works, but I’m having problems, even though I updated its size to 48x48 (the images for animation are 96x96). height = 48; let animation = node.addComponent(Animation); let clip = AnimationClip.createWithSpriteFrames(arr, 60); clip.wrapMode = loop ? However, when I start animationClip, its size returns to 96x96.

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[CC 3.8.1] AnimationClip.createWithSpriteFrames not working

Cocos

I am using CC version 3.8.1 this is images of my code: let getImg = async (name : string, path : string = 'int04') => { return new Promise((res,fai) => { cc.resources.load(path+"/"+name+"/spriteFrame", cc.spriteFrame ,(err, texture) => { res(texture); }); }) } let createAnimationArray = async(parent, list: any, speed:number = 0.1,

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Skip rendering when the UI element Opacity is 0.

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Ask a Game Dev - Untitled Article

Ask a Game Dev

The way that all of the customizable character data is stored isn’t actually a body at all, but a common default mesh with offsets for each adjustible value. It gets worse with animations, too. can cause self-clipping and other graphical weirdness.

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