inherit
1
0
1
Mar 22, 2024 17:19:56 GMT -5
81
Esco
.... nuff said!
285
Jan 5, 2019 15:08:07 GMT -5
January 2019
admin
|
Post by Esco on Dec 8, 2019 23:42:27 GMT -5
|
|
Morell
Bone Pillar
the blood is the life
Posts: 180
inherit
66
0
Mar 3, 2023 1:28:13 GMT -5
79
Morell
the blood is the life
180
May 18, 2019 0:15:25 GMT -5
May 2019
morell
|
Post by Morell on Dec 9, 2019 6:46:08 GMT -5
I knew that unity is mainly 3D, but I didn't know that it also has to deal with persp/ortho cameras. But it honestly makes sense. What pisses me off is that each 3D program has different perspective script, maybe that is why it doesn't work for you as you wish. Every artist must deal with perspective to make art, especially when drawing city or landscape to make it look real and that is where real 3D art begins even in 2D, because perspective depends on where and how far do you have 1, 2 or all three perspective points.3D soft uses only one point I believe, but each program in different distance.
But tell me, how did you managed to get timing for the animations, how did you measured time between the change of frames?
|
|
inherit
1
0
1
Mar 22, 2024 17:19:56 GMT -5
81
Esco
.... nuff said!
285
Jan 5, 2019 15:08:07 GMT -5
January 2019
admin
|
Post by Esco on Dec 9, 2019 18:55:32 GMT -5
Interesting stuff Morrell. I'm not an artist at all so I really didn't know any of that.
I used Memhack to pull the original values from the game.
|
|
Morell
Bone Pillar
the blood is the life
Posts: 180
inherit
66
0
Mar 3, 2023 1:28:13 GMT -5
79
Morell
the blood is the life
180
May 18, 2019 0:15:25 GMT -5
May 2019
morell
|
Post by Morell on Dec 10, 2019 4:46:09 GMT -5
I don't think that it is anywhere on internet, I found the perspective difference among various SW by accident... or rather by need for better program. When I could compare Google SketchUp, MilkShape, Bledner and Pepakura, (using only the last two now) I saw very fast that the same model is perspective "deformed" little different in each of them. Not big difference, but keen eye can see it. Oh, and thanks for answer.
|
|