
Or we can use Blender’s real time render engine called Eevee. Subsequently rig them, create all different types of animation, lineart coloring, do the visual effects and draw all the details you need using the grease pencil.Īnd when we are done we can render the final results using Blender’s render engine called Cycles. The second part is the actual production in which we create the characters. First preproduction in which we are going to create the story, script, storyboard and animatics using the grease pencil as a primary tool. It seems like overkill to use an advanced rendering feature like this just to render some cartoon characters, but I haven’t been able to find any other solutions to this problem, and performance seems fine in my tests so far, but I have only tested on high end PC.Īny info anyone has on this feature would be helpful.Like 3D animation in Blender, the process of creating a 2D animation project goes through 3 different stages. It solves this problem with incorrect rendering order, but I’m concerned about using it due to possible hardware requirements and future support.Ĭan this method be used on older hardware? Will it be able to be used on consoles or mobile platforms or Switch?

There is a new experimental feature in UE5 5.1, order independent transparency. This results in an incorrect rendering order and makes this style of character nearly impossible to use in UE5 unless you stick to masked materials, or use multiple skeletons so the triangles are sorted correctly (or use a plugin like Spine, which I have but can’t use for this project). The problem with this approach in UE5 as I understand it, is it doesn’t sort triangles from front to back when an asset (FBX) is imported into the engine, and there is no way to change or control which triangles will render in front of others when using a translucent blend mode (if they are within the same mesh). I would like to preserve soft edges and partial transparency, so I don’t want to use a masked material. I’m attempting to animate some characters using a 2d cutout animation style animated in blender (similar in style to Cult of the Lamb), where the characters are composed of a number of layers of transparent image planes.
