Timothy Yuen

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If there's no way around it, then it's fine. It's just that the button looks pretty big at the top of the readme IMO

pngtuber support is planned and (in theory) shouldn't be too difficult to add. I just need to finish the current rewrite for 0.9.0 and then I can reevaluate project priorities

I can't seem to find any API documentation for DragonBones and [this link](http://edn.egret.com/en/index.php/article/index/id/496) on from the [website ](http://dragonbones.com/en/learn.html)is invalid. The [Egret docs](https://docs.egret.com/dragonbones/en) are broken for me as well. The [Godot...

Looking at Dragonbone support again. It looks like there is a [maintained fork of Dragonbones for Godot 3.3](https://github.com/mauville-technologies/godot_dragonbones). Will look into this further, probably.

Pushing out to Post 1.0.0. My understanding is that Dragonbones is a skeletal animation tool like Spine and Godot's builtin skeletal animations. Live2D primarily uses mesh deformation and is meant...

The files are not the same. `import_vrm.gd` has been stripped down to just be an editor plugin. That old functionality was moved to `vrm_loader.gd`. This was done to not break...

@fire Rebased off of the godot3 branch. Also slightly optimized the gltf load logic, as a recent commit duplicated the `GLTFState` and `PackedSceneGLTF` initialization calls.

Is there text documentation regarding this? It also looks like the paper is locked behind a paywall.

Okay I think I understand what the paper is talking about. Basically, it uses facial expression recognition to not only switch the avatar's facial expression but also trigger a pre-baked...