Allow camera to be set to computer isometric (diametric) view, remove the background, set the lighting angle, and also output each frame of the animation as a png, preferably with a transparent background.
For all 2d games, using a 3d model and having the ability to output that animation to a set of images would be super useful, and having camera options such as diametric would make the output compatible with most "isometric" engines. Now that's something I'd pay for!!
Writing a quality game is the easy part for many developers, whilst creating quality art and animation is next to impossible. There is a market for this I'm sure.
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Response
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Dear coolbloke1324,
Thanks for reaching out to us! We love this idea and are actually working on a new feature that we hope will allow you to achieve exactly what you describe above - so good timing!
As we begin to work on design & implementation of this feature, would you be interested in speaking with me over the phone or skype so that I can get a better idea of what your needs are? Let me know by emailing me directly at jon (at) mixamo (dot) com.
thanks, take care,
Jon
Mixamo
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Dear coolbloke1324,
Thanks for reaching out to us! We love this idea and are actually working on a new feature that we hope will allow you to achieve exactly what you describe above - so good timing!
As we begin to work on design & implementation of this feature, would you be interested in speaking with me over the phone or skype so that I can get a better idea of what your needs are? Let me know by emailing me directly at jon (at) mixamo (dot) com.
thanks, take care,
Jon
Mixamo -
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What is needed is:
1. Animation selected
2. Number of frames
3. Direction(s)
4. Size of sprite
5. Size of sprite grid
This would be perfect. -
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Not sure if anything else actually happened with this. I was offerred a bespoke contract to create the sprites I needed but it was not the sort of thing I wanted to do, I wanted a simple generic solution that I could use on my own terms.
Shame that it was never taken any further. They missed a trick here. -
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