If you really want to use the raw OpenGL render (Render -> "OpenGL Render Image" from the top menu), there's a trick way.Set the character material(s) to use either the Mask or Z Transparency modes, with the alpha set to something really close to zero, but not perfectly zero. This way when it draws on the viewport it masks…
Thanks RN, I meant say you animated a whole scene with different assets on 1s and you want to render out the scene to be in 2s. Say Blender renders frame 1 for frame 1 and 2 and skips frame 2, renders frame 3 for frame 3 and 4 and skips 4. I am trying to create that steeped or low frame rate that 2d animations have or…
It's not clear if they're using edited vertex normals, they only mention that the Guilty Gears method "helped a lot". But I think they aren't, anyway: edited normals under toon shading (i.e. stepped lighting) make the surface snap from light to shadow instantly, as the light source becomes perpendicular to the edited…
I saw this on artstation. How was the vertex editing done to get the lighting. I am aware of the data transfer using a different mesh. Was the vertex editing on the mesh itself to get the correct shading and lighting? https://www.artstation.com/artwork/3nLJY Also is there a way I can render out an animation with opengl…