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Pivot animator resize figure
Pivot animator resize figure









pivot animator resize figure

I'm kinda trying to build a character where I will be later able to add new skins. I've seen on some old post that you were thinking of a solution to implement skin / image replacement with different proportion while keeping the mesh work.

pivot animator resize figure

The second was creating a new skin, with different proportion, but without using meshes :.The first one was creating a new skin, with image that had the exact same proportion, and without using meshes it seems :.

pivot animator resize figure

The two dedicated video tutorial I watch were kinda avoiding this issue : It's a bit of a bummer since there is no flexibility in the workflow and changing a sprite linked to a mesh is destructive. Is this a normal behavior? I'm kind of scratching my head right now.Įspecially since I intended to create skin duplicating my base mesh and applying different image with different proportion, then tweaking my mesh by hand, so the new image would fit in it.ĭigging in the forum, I understand that it is the normal behavior. It's a bit awful if any tiny tweak from our artist break my work. It appears that if I do "Reset Deformation", the image will be back to how it should be, but I will loose all my "weight" work. In my case the image end up in both way too big than what it should be. Here, whatever I tick: "Yes" or "No", the result will be messed up. When I update the new image I get the image resize promt. Now, our artist see that there is an issue on the image, reexport it and the image change size becoming 60x55 or 60x48. Let say I have a 60x50 image with a mesh, and several bones having weight on it. I am encoutering issues when updating images.











Pivot animator resize figure