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He’s not just an indie game developer; he’s a music producer and a 3D animator. His impeccable animation skills shine in the teaser videos he meticulously moulded for his debut title Kanairo 101. After discovering the world of frame-by-frame animation he turned his school books into flipbooks.
Animators typically count things in terms of frames. Our debug logging keeps tabs on everything in terms of milliseconds so we can see how temporally far apart events in the log fire. Some designers care about frames specifically too, but engineers and designers generally use milliseconds or decimal seconds (e.g.
Thank you to all our patrons for supporting the Fantasy Strike fighting game. If a really accessible, easy-to-play fighting game that's still tournament-quality appeals to you, please support us. Because he is generally playable, we wanted to get this to you before fixing his various animation problems. --b+A
FNFVR lets you experience all the cartoony glory the game provides for yourself: you get to see all the wacky characters up close; you get to be in the stylized environments they're in; and, of course, you get to jam out to the awesome songs while you're fighting for your life to spend time with your girlfriend. Animating 3D stuff in-engine.
Due to these roadblocks, we decided to rewrite the importer fully and tailor it to Godot, instead of trying to keep things generic as done in Assimp - Assimp can importer dozens of file formats, which is great, but imposes many restrictions on the support of individual complex formats like FBX, especially for animations. Pivots are hard.
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