Timeline for How to animate transparency per groups of triangles
Current License: CC BY-SA 4.0
8 events
when toggle format | what | by | license | comment | |
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Oct 28 at 2:57 | vote | accept | Suic | ||
Oct 27 at 15:24 | answer | added | Mr A | timeline score: 1 | |
Oct 27 at 3:39 | history | edited | Suic | CC BY-SA 4.0 |
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Oct 27 at 3:33 | comment | added | Suic | The exchange format can be arbitrary, just json storing the data that i need would be enough, I've updated my post with some more information as well Can you explain more in detail how the image texture solution would work? @Lauloque | |
Oct 27 at 3:30 | history | edited | Suic | CC BY-SA 4.0 |
added 798 characters in body
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Oct 26 at 14:21 | comment | added | Lauloque♦ | The issue you are dealing with here is that, you need a solution that exists in Blender, but also in the game engine and the exchange format. I don't think there is any face-based data commonly supported, even vertex data isn't all equally the same everywhere. That being said, why not export your character model as separated meshes? Or have an image texture where each zone you want to control the alpha is a different flat color, and use that as a mask in your engine's material? | |
Oct 26 at 11:28 | answer | added | Mr A | timeline score: 1 | |
Oct 26 at 9:27 | history | asked | Suic | CC BY-SA 4.0 |