Features
Features which are considered but may not yet be implemented. Not all of these will certainly make it into Cinebara, but it should provide as a nice place to browse for what Cinebara will be able to do.
Most of these features are not implemented! This document is more of an introduction to what Cinebara will eventually be.
Text rendering
Arbitrary font rendering shaped with HarfBuzz and positioned in 3D or 2D.
UI
A fully language agnostic UI layout system that supports 3D offsets, flex, grids, stretching, scroll views, and more.
Read more on the UI page.
In-world editing
Build Stages completely within Cinebara either in a Desktop or VR interface.
Collaborative editing
Connect to other Users and work on one Stage at the same time.
Physics simulation
Mesh skinning
Deforming an otherwise static mesh with an armature which allows for more complex characters with squishy limbs.
Importing characters
Bringing a "character" in from a format like fbx, gltf, or whatever we can find a library for. This process involves reading a mesh and skinning it with a provided armature, applying some procedural animation (like IK) to it, and providing the ability to "take control" of it.
Secondary motion
Ragdolls
Squishy surfaces
Particles
Realtime GI
Dolly / racks
Animations
Timelines
Timeline modifiers
Procedural effects on pre-recorded performances, such as smoothing out jitter, retiming an action, lowering the framerate, or simulating momentum on movements.
Snapshots
Scripting
Custom Shaders
Raytracing
Asset streaming
World Streaming
Entities
Decals
Post Processing
Procedural textures
Performing in alternative time scales
OSC
Finger wrapping
Lightmaps
Convex decomposition
Video export
Spout Stream
File Linking
Link a file from the engine to one on the disc for realtime feedback of your changes in an external editor.
Full body estimation
Limb simulation decoupling
Limbs could be simulated separately from the IK driven body to allow for more autonomous performances. Legs in 0G, a tail twitching or reacting to touch.