hozuki
hozuki
The frame rate mismatch should be fixed now. I'll add an option to ignore teleportations. Please track the progress in #34.
`dan_*_ap.imo.unity3d` does not contain dance animations. However, it has companion animation files marked with singer positions (e.g. `dan_flyers_ap.imo.unity3d` -> `dan_flyers_01.imo.unity3d`, `dan_flyers_02.imo.unity3d`, etc.). Those files contains dance animations.
Looks like 67ab03650211baf7a3b075ac461dacade80e0383 broke the camera function (d038fb978463037ceb874f39d23cf28dff16aba2 works, 0.3.0.71). I'll fix this asap.
I finally found the cause. The bug was introduced in 145c0925ec30535cc5e4bcd197ddcc601dd103fc (not 67ab03650211baf7a3b075ac461dacade80e0383). Starting from this commit, the new motion asset searching flow is: 1. Test asset name. - Is...
1. A weak "no". Cameras in MMD only support constant, integer FOV, so FOV changes must be discrete. But spacial movements can be smooth (continuous). 2. Yes. I'm testing it...
Update: In "chemical light" (`chemicallight_motion.unity3d`) there are both models and animations. Playing which animation, though, is controlled by the scenario.
Ah, decimal separators and globalization, what a nightmare... It seems to be the same problem in #25 (and #6 maybe). In a recent commit (f728db60a0eea9a11be92cf933631044725577dc) the unit of height is...
But still it's an unexpected behavior and should be considered as a bug. :)
Thank you for the suggestions. The merged output was changed to separate outputs because sometimes you only need some of the motions, and dance conversion is slow. So I think...
The scenes are basically static. Some objects have simple scripts attached. The scripts control simple transforms (usually translation and rotation). But until now there is no sign of complex animations...