article thumbnail

Cocos Creator 3.8.5 forum version

Cocos

Clipping module now supports linked flags, such as manual loading of Spine. Bug Fixes Fixed an issue where auto-atlas compression left unused original textures. Incorrect mesh instanced attribute handling for INT type attributes. Editor New Features Added a “View/Select” Gizmo mode to the scene view. for better performance.

article thumbnail

Creating Your First 3D Character Animation in Unity 

iXie gaming

Enhance the appearance: Import texture files in compatible formats (PNG, JPEG, TIFF) to be used in Unity. ’ Apply the chosen texture to the material by selecting it in the Project window. .’ ’ Apply the chosen texture to the material by selecting it in the Project window.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Load local device files (Audio)

Cocos

stopRecording = () => { console.log("clikced"); let clip = this.node.getComponent(AudioSource).clip; stopRecording = () => { console.log("clikced"); let clip = this.node.getComponent(AudioSource).clip; stopRecording = () => { console.log("clikced"); let clip = this.node.getComponent(AudioSource).clip;

article thumbnail

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

Cocos

Here is 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) => { // change size res(texture); }); }) } let createAnimationArray = async(parent, list: any, speed:number = 0.1,

article thumbnail

[CC 3.8.1] AnimationClip.createWithSpriteFrames not working

Cocos

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,

article thumbnail

Making shaders more accessible

Mircosoft Game Dev

Textures are simply bound to bind points starting from 0, and the bind point number is sent via attributes too. The vertices become primitives (in this case, a triangle fan, two triangles that are drawn as a quad) and any primitive that goes beyond the -1 to +1 range is clipped. As you can see: Vertices / UVs are sent via attributes.

Shaders 52
article thumbnail

Designing a quick T-shirt Mockup in Affinity Designer

2d Game Art Guru

I use simple shapes to create a clipping mask, lines with added tapering and Gaussian blur for the folds, and adjusted layer blend modes. Additional textures on top can make it look more like fabric. There are a lot of templates for T-shirts out there but most were created for Photoshop and use photos and bitmap elements.