Animating?

  • #90, by bonesTuesday, 21. February 2017, 16:56 7 years ago
    Thank you guys for the answers! smile It's simpler than i thought.

    Is it possible to manipulate the animations during the runtime then? Changing some parts of the character for example setting a different t-shirt.

    Does it run more smoothly? I know that classic animations can get heavy and laggy if they are large or have a lot of frames.
    I have several giant characters and objects animating on the screen, and it all runs smooth. My rig is almost 8 years old (i7 920@3.6ghz and geforce 590.

    In principle the animations should be controllable. It would be nice if the developers would give us a list of Lua commands as well. Nothing seems to be documented - I am figuring things out as I go.

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  • #91, by bonesWednesday, 22. February 2017, 08:41 7 years ago
    Is it possible to manipulate the animations during the runtime then? Changing some parts of the character for example setting a different t-shirt.
    I did a bit more testing, and the most efficient and quickest method to accomplish this is as follows:

    1. duplicate the JSON file in the character folder, and rename as you see fit.
    2. create a new part, for example a different t-shirt, by copying the existing PNG file, and making changes to it in an image editor. Or save a new t-shirt graphic in the same folder, of course.
    3. open the duplicated JSON file, and search and replace all instances of the old t-shirt asset (PNG) with the name of the new one. (btw, NO spaces in the file names!)
    4. save the changes.
    5. in Visionaire, duplicate the existing spine-based outfit.
    6. change the model file to the new version.

    Done! Use the regular "change outfit" action to change the character's t-shirt. This method keeps all the animations, and there is no need to export the character again and again from Dragonbones. Just once, and duplicate & adjust the JSON file and feed it new parts for each new outfit. And in Visionaire we only have to set up one outfit, duplicate it, and assign a different JSON file to it.

    Done this way, you can have as many different parts as you like. And the memory requirements remain quite shallow, since all the character's outfits are based on small JSON files and individual parts that are re-used for the most part (no pun intended ;-)

    The drawback is having so many outfits to merely switch one or more parts. Ideally we would use Lua commands to switch the parts, but I have no idea what kind of Spine support there is in Visionaire's scripting.

    Perhaps Simon can chime in here to give us a list of Spine Lua commands (if any)?

    Also, has anyone figured out why the character's offset versus the clicked position is acting up? Any way to solve this?


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  • #92, by bonesWednesday, 22. February 2017, 09:02 7 years ago
    One more suggestion: I discovered that webp files are also accepted by Visionaire's Spine importer, IF renamed to a *.png extension. Convert all the png files to webp, and then rename all to.png. This tricks the Spine importer into thinking it loads up png files, while in actuality webp will be used. Visionaire does not seem to care about the wrong file extension :-D

    Huge file savings, super optimized: the fire demon graphics got reduced from 2mb to under 100kb. :-)


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  • #93, by MachtnixFriday, 24. February 2017, 16:38 7 years ago
    Die Spine-Testversion (SpineTrialSetup.exe) gibt bei mir eine Viruswarnung aus (Avira: EXP/JAVA.Adwind.BM.Gen) und wird in die Quarantäne verschoben.

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  • #94, by ArtNovaFriday, 24. February 2017, 16:48 7 years ago
    My Kaspersky says its fine.

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  • #95, by jiang-zheSaturday, 14. August 2021, 08:29 2 years ago
    I'm creating some Character art in ArtRage on my XP-Pen ( https://www.xp-pen.com ) drawing tablet .

    I use most of the time Sketchbook and Artrage when it comes to drawing/painting. Both have strengths and weaknesses, but if I were to choose between the two, I would go for Artrage.

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