


Like a Global Illumination renderer or a second set of UV coords (not accessible yet via UI but already available internally). I actually already have 80% of the necessary code implemented. Concerning the wish for lightmap backing. Now I can't await to play the first Cheetah3D/Unity jump and run game. jas files you can always easily modify your animation cycles without loosing any information or without any need for manual file conversion. fbx conversion is performed like a command line tool it is much faster than other apps which have to start up the UI first or who run the conversion via a slow script. jas files in Unity directly as before of course. So if Unity will support that feature in the future you can easily create facial animations in Cheetah3D. Cheetah3D supports FBX morph targets (shapes). I think Motion Builder is the only other 3D app which also supports that FBX feature. There is no need to create various files for every single animation clip or to split up a spaghetti animation. animation cycles directly in Cheetah3D and save them into one single file. So you can make all your run, walk, jump, etc. Cheetah3D supports FBX takes (animation clips). I mainly added them for a smooth Unity workflow. Just some notes about Cheetah3D 4.0 animation features which are special and very handy if you work with Unity. I'm happy to see that the Cheetah3D 4.0 release already made it into the Unity forum.
