Hmm. I do understand now that you say you're using rigify.the bad thing about retargeting in blender though is that it doesnt always look 100% good with the mesh moving around from the animations. The higher the poly count the bigger flaws there normally are.
@Teken. Its very hard for an indie developer to live from free assets alone with all of the legal stuff that needs to be considered, also limitations. You have to just read licenses. Sometimes you have to give credit, sometimes all you have to do is say if it wasmodified, if was. I honestly dont think you should worry about being sued. A really good thing you may want to do is list all of the free assets you use for a project, each row indicating the asset (and name) the name or aliasof the owner or publisher and the license it is under . After that by each asset I put a small bit of text saying what can be done with it. If its public domain I put a Check or something.
Either you dont fully have a grasp on how animations work or im just not getting what you're exlaining. you would have to post the models you are using for others to animate them, for most things (other things like what Maximo does, all of their rigs are the same so they work in all of their characters) you cant just make an animation file and put it in anything.
Dido with all that there is such a miniscule amount of info. some things you might want to include with this is what kind of game, general style, art role(s) and some other general info on the game and maybe a bit on your goal.
Haha. you probably have more experience with GPL than me. i said said what expression it gave me. I really dont recognize it as a major license so your probably right about this. ^-^ sorry all
I'd say that you should instead request deletion (delete) the assets individually because you can't delete the collection all together.
Hmm. I do understand now that you say you're using rigify.the bad thing about retargeting in blender though is that it doesnt always look 100% good with the mesh moving around from the animations. The higher the poly count the bigger flaws there normally are.
@Teken. Its very hard for an indie developer to live from free assets alone with all of the legal stuff that needs to be considered, also limitations. You have to just read licenses. Sometimes you have to give credit, sometimes all you have to do is say if it wasmodified, if was. I honestly dont think you should worry about being sued. A really good thing you may want to do is list all of the free assets you use for a project, each row indicating the asset (and name) the name or aliasof the owner or publisher and the license it is under . After that by each asset I put a small bit of text saying what can be done with it. If its public domain I put a Check or something.
Either you dont fully have a grasp on how animations work or im just not getting what you're exlaining. you would have to post the models you are using for others to animate them, for most things (other things like what Maximo does, all of their rigs are the same so they work in all of their characters) you cant just make an animation file and put it in anything.
Dido with all that there is such a miniscule amount of info. some things you might want to include with this is what kind of game, general style, art role(s) and some other general info on the game and maybe a bit on your goal.
this post happened quite a while ago... however I guess the whole thing is still relevant cx ^^^^^
Really awesome!
Really Cool. I myself am working on a themed assets package for the site. not sure if mine will be textured though.
Haha. you probably have more experience with GPL than me. i said said what expression it gave me. I really dont recognize it as a major license so your probably right about this. ^-^ sorry all
true. Honestly ive NEVER done a stick figure for a model. Im pretty much the guy that never started on easy stuff and tried to challenge myself.
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