does anyone know why, when I render out to PNG , the hand held effect is way over the top compared to the preview shot in game?
any workflow hints i should know about. took a dive into the docs and nothing referred to it.
Hey,
Hmm. I can’t really reproduce this problem. The SteadyCam effect should be the same.
Can you please provide some information of what version of Slate and Unity you are using?
Thanks in advance.
I think I know what it is , but I wont be able o fix it.
the sequence is longish so Im thinking the effect is accumulative
as far as i can guess the shake is a noise that is based o the clock speed not frame by frame or keyframe data.
it would have to baked out to be 100% accurate
I guess this because there is also a uv animation in my scene which is sped up massively
does this sound about right?
Hey,
Sorry for the late reply.
Even if it’s long this should really not happen. I just checked this out again and is working as expected here.
The steadycam effect is time based, but the uv scroll is not for example. Both should work fine though.
Can you please send me a small reproduction project to check it out to support_AT_paradoxnotion.com? If possible that would be really great.
Thanks!
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