mac to Game Development@programming.dev • edit-29 months agoUnity apologizes to devs, reveals updated Runtime Fee policyblog.unity.comexternal-linkmessage-square15fedilinkarrow-up134arrow-down12cross-posted to: unity@programming.devprogramming@programming.devgames@lemmy.worldgamedev@lemmy.mlhackernews@lemmy.smeargle.fanstechnology@lemmy.worldgames@sh.itjust.worksgaming@beehaw.orghackernews@derp.foo
arrow-up132arrow-down1external-linkUnity apologizes to devs, reveals updated Runtime Fee policyblog.unity.commac to Game Development@programming.dev • edit-29 months agomessage-square15fedilinkcross-posted to: unity@programming.devprogramming@programming.devgames@lemmy.worldgamedev@lemmy.mlhackernews@lemmy.smeargle.fanstechnology@lemmy.worldgames@sh.itjust.worksgaming@beehaw.orghackernews@derp.foo
minus-squareI Cast FistlinkfedilinkEnglish1•9 months agoOuch. Don’t suppose there’s an option to export the baked animations to some external file that Blender or some other program could read?
minus-square@ExtraMedicated@lemmy.worldlinkfedilinkEnglish2•9 months agoI could do animations, but I really wanted it to be more dynamic and have the characters able to look at points of interest, and bend over to reach for nearby objects in any direction.
Ouch. Don’t suppose there’s an option to export the baked animations to some external file that Blender or some other program could read?
I could do animations, but I really wanted it to be more dynamic and have the characters able to look at points of interest, and bend over to reach for nearby objects in any direction.