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Messages - FlyingGrass

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81
Forum Games / Re: The Powerplaying Game
« on: November 24, 2019, 06:44:47 am »
I shall avenge! *Throws you upwards towards the alien bananas*

82
Art Gallery / Re: FlyingGrass' Art
« on: November 21, 2019, 09:40:46 am »
Updated again!

83
Forum Games / Re: First word to come to your mind
« on: November 19, 2019, 07:35:09 am »
Nom

84
Site/Forum Help / Re: centering text ruins coding
« on: November 18, 2019, 07:20:23 am »
There isn't supposed to be a percent symbol, just the letters "pt" at the end of the size number.

85
Forum Games / Re: Favorite ___?
« on: November 18, 2019, 04:12:41 am »
Halloween.

Favourite donut?

86
Game Help / Re: Problem...
« on: November 17, 2019, 02:16:21 am »
If using custom animations, they may not have been converted to this version of FeralHeart. List of converted animations: https://feral-heart.com/smf/index.php?topic=66604.msg915603#msg915603

87
Site/Forum Help / Re: centering text ruins coding
« on: November 16, 2019, 01:33:54 pm »
Try this code to alter the size of the text:
Code: [Select]
[size=80pt]Portion of text to be resized.[/size]Upon placing it within the "Center" code, it should work.

Just a heads up in case you're not looking to make the text bigger, 80pt results in this size:
Portion of text to be resized.

The default size for text in a topic is 10pt. 1pt is the smallest. 99pt is the largest. 8pt is where the text begins to look smaller, 9pt appears to look almost exactly the same size as 10pt.

88
Forum Games / Re: First word to come to your mind
« on: November 16, 2019, 01:17:41 am »
Ahhhhhhhhhh

I don't know if that's a word, but I envisioned dodging carrots thrown by angry snowmen.

89
Forum Games / Re: Name an animal that starts with...
« on: November 12, 2019, 01:39:20 am »
Ornithomimus

90
This is not a strict guideline on how your FeralHeart animations should be. These are tricks and solutions pertaining to FeralHeart animation creation in Blender.

The dots on the panel to the right of the screen(Provided you've followed Goldchocobo's tutorial and added that panel) are keyframes. Highlighting/selecting them makes them turn yellow.


(Solution)Removing the puffy cheeks:
Before exporting, go to the "Default" pose, then you can export and the canine won't have big pyramids for cheeks. The selected pose can be any pose where you don't see any grey skeleton pieces, but having the "Default" pose in focus is easiest to ensure there aren't any puffy cheeks.

(Solution)Removing the skip at the end of the cycle:
Drag the pointer all the way to the start of the cycle, and then(At the bottom of the Keyframes tab/box) click on "Select" and then click "Back in time", those steps select the first column of frames in the briefest way. Once you have the first column of frames highlighted, click on "Key"(At the bottom of the Keyframes tab/box) and then click "Duplicate", then hold down the shift key(Makes the frames snap correctly) and drag the bundle of keyframes/dots onto the end of the cycle, and make it replace the ending row of keyframes/dots.

(Trick)Making things look more natural maybe:
For example the character is kicking a hindleg out behind it to get something off of its foot. Shifting the keyframes of the leg a little bit(Like in the picture below) can make the leg look more smooth or something. The same can be done with the head, arms, tail, spine, pretty much anything.



I'll update this if I remember more.

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