Remove Baking Remove Cinematics Remove Mesh
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Animation data rework for 4.0

Mircosoft Game Dev

In game engines (or even when exported from the 3D modelling application), animation data is baked to a simpler representation because, for games, processing beziers and IKs is way too expensive for real-time. Just decoding the animation, however, is not enough. This is key to having character customization or equippable items.

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Godot 3.1 is out, improving usability and features

Mircosoft Game Dev

Use baked lightmaps instead. New track type: Animation (play animations of sub-animation player, allowing complex cinematics). Godot now supports 2D meshes , which can be used from code or converted from sprites to avoid drawing large transparent areas. Revamped filesystem dock. KinematicBody2D (and 3D) improvements.

Feature 52
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How to Use Unity Cinemachine Virtual Cameras

Game Designing

This can be ideal for cinematics who have been looking for a way to fully automate in game camera systems. You have to pay for extra plug-ins to export, for example, FBX meshes out of an engine. As of yet, there is no distributed baking. This basically means you can only bake lightmaps using a single machine.