Animating?

  • #40, by GlenfxSaturday, 18. February 2017, 18:15 4 years ago
    About 6 months ago I suggested the use of Dragonbones since it has the same capabilities as spine pro with a $0 price tag, but the JSOM format it exports is not recognized by visionaire.

    It would be cool if compatibility would be implemented since it would be a really great addition as is not a difficult program to use.

    I made this with it to test the mesh deformation and bones hehe.
    http://axigan.deviantart.com/art/Joyful-Heart-animated-62999...

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  • #41, by afrlmeSaturday, 18. February 2017, 18:59 4 years ago
    About 6 months ago I suggested the use of Dragonbones since it has the same capabilities as spine pro with a $0 price tag, but the JSOM format it exports is not recognized by visionaire.

    It would be cool if compatibility would be implemented since it would be a really great addition as is not a difficult program to use.

    I made this with it to test the mesh deformation and bones hehe.
    http://axigan.deviantart.com/art/Joyful-Heart-animated-62999...
    Yeah, it looked nice, but last time I checked (while back) all the video tutorials were in Chinese with Chinese text editor.

    I'm guessing the exported files don't work because the runtime/library for Dragonbones isn't installed nor support for the model types the json files probably refer to...

    I guess it would be a nice alternative to use instead of Spine considering it's free which is even cheaper than Spriter, so win win, though I guess it would be nice if VS had support for multiple sprite part apps. My concern with that is, would it generate any conflicts between the different runtime libraries for each one?

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  • #42, by MachtnixSaturday, 18. February 2017, 19:17 4 years ago
    I made this with it to test the mesh deformation and bones hehe.
    Is some kind of physical dynamics in there?

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  • #43, by ke4Saturday, 18. February 2017, 19:21 4 years ago
    There's some kind of documentation in english.
    http://edn.egret.com/en/index.php/article/index/id/526

    This soft looks quite interesting considering it's free.

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  • #44, by ArtNovaSaturday, 18. February 2017, 19:26 4 years ago
    About 6 months ago I suggested the use of Dragonbones since it has the same capabilities as spine pro with a $0 price tag, but the JSOM format it exports is not recognized by visionaire.

    It would be cool if compatibility would be implemented since it would be a really great addition as is not a difficult program to use.

    I made this with it to test the mesh deformation and bones hehe.
    http://axigan.deviantart.com/art/Joyful-Heart-animated-62999...

    Wow. Looks really great smile
    Thanks for your awesome tutorials, man! They still helps.

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  • #45, by afrlmeSaturday, 18. February 2017, 19:27 4 years ago
    I made this with it to test the mesh deformation and bones hehe.
    Is some kind of physical dynamics in there?
    Watch the video on Spine website & you will see an example of mesh warping. I believe it allows you to create the illusion that a flat 2D image is fluid, which allows you to make it look like tits are jiggling (or looking like jelly in Glenfx example) or to make hair flow more dynamically or give the appearance that part of a character is twisting/turning or that a character is breathing & so on.

    @ Glenfx: I know there's no support for Dragonbone models, but I assume it's possible to export animations as individual image frames which can then be imported into Visionaire Studio? - though it would be nice to be able to swap out sprite parts during runtime.

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  • #46, by ke4Saturday, 18. February 2017, 20:23 4 years ago
    I've just downloaded the DragonBones software. To be honest i didn't really care about Spine or Spriter as i'm using Adobe Animate and it works great for me. Can't really see the advantages of using Spine or Spriter in terms of animating. I guess it could make the final game smaller as it doesn't need to be rendered to .PNGs / .WebPs sequences. At least Spine for now.
    Plus maybe there's the possibility to change sprites during runtime?

    I've noticed there's a Flash (Animate) plugin to actually transform animations from Animate to DragonBones. Well i'm gonna play with this soft to see what it can do.
    The GUI is in English btw.

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  • #47, by esmeraldaSaturday, 18. February 2017, 20:24 4 years ago
    @ Glenfx: I know there's no support for Dragonbone models, but I assume it's possible to export animations as individual image frames which can then be imported into Visionaire Studio?
    Yes, export as individual image frames in png format is possible.

    @Glenfx: thank you for suggesting this software! I only remembered that I read about it here in this forum. I am using it since then.

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  • #48, by afrlmeSaturday, 18. February 2017, 20:34 4 years ago
    I've just downloaded the DragonBones software. To be honest i didn't really care about Spine or Spriter as i'm using Adobe Animate and it works great for me. Can't really see the advantages of using Spine or Spriter in terms of animating. I guess it could make the final game smaller as it doesn't need to be rendered to .PNGs / .WebPs sequences. At least Spine for now.

    I've noticed there's a Flash (Animate) plugin to actually transform animations from Animate to DragonBones. Well i'm gonna play with this soft to see what it can do.
    The GUI is in English btw.
    Not really just about making animations / file sizes smaller, but the ability to swap out parts of animations while your game is playing. So you could say for example have the character blink / talk dynamically while the character is performing some other animation or maybe you could create multiple outfits, say one where character wears an hat or a coat or a different shirt or something. With sprite parts you could swap out parts of the animation instead of requiring a completely new animation/outfit.

    I think for someone like me that isn't very artistic or savvy with 3D software or traditional animation, that something like sprite part animation would be very useful as I could potentially hire an artist to create some characters for me - few variations & effect images, etc that I could rig up using bones/joints & mesh wrappers to sort out animations myself without needing to pay a lot of money for someone to create 3D characters & animations / mocap animations or traditional frame by frame animations. All of which I believe are quite expensive.

    If you are art savvy & you already have a nice workflow approach in the application(s) you use then no, there's probably not much point in swapping over to another application if you are happy with your end results & general time it takes you to create an animation/image.

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  • #49, by ke4Saturday, 18. February 2017, 20:53 4 years ago
    The potential of swaping some parts of the character during the runtime is big. I can imagine a lot of situations where i could use something like that. I have no idea how much difficult it is to implement something like Spine / DragonBones to Visionaire though.

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  • #50, by MachtnixSaturday, 18. February 2017, 22:11 4 years ago
    With sprite parts you could swap out parts of the animation instead of requiring a completely new animation/outfit.
    Hm, but that isn't an advantage for Visionaire, right? You have to import the whole frame (maybe as png) in every case - with hat or not. But for making the different loops it's good. I do the same workflow in Cinema, but after rendering I have thousands of frames with hat or without hat and so on and I have to sort them useful.

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