No mention of iOS yet. Ephtracy only mentioned to me that he dislikes macOS development because things are easily broken and need fixing again with every major new macOS version, among other things.
Well, I had another chat with Ephtracy, and he is still planning conversions to other platforms once MagicaCSG is feature-complete. Let’s hope that feature-completeness will be achieved in 2025.
Exported the decimted SDF model into Blender. Unwrapped him in Blender, textured in Painter, and hand-animated animated directly on the decimated mesh, just with basic FK parenting, no rig. It’s been a long time since I’ve done any character animation, but it’s been fun.
The whole idea was to render him to a sprite sheet in Blender to be used as the player character in a 2D platformer framework I’m experimenting with in UE.
This method of animation works quite well for this sort of old-school 16-bit style. It also means you can pretty much model anything you want, use any sort of texturing and any method to animate and anything goes because it all gets rendered to sprites.