cipicips Posted May 20, 2014 Report Share Posted May 20, 2014 Hello I would like to suggest if is it possible to implement sprite deformation using bones. It would be very nice to have that feature. Less sprites would be needed for animations. Best regards Ivan Quote Link to comment Share on other sites More sharing options...
RunnerPack Posted May 21, 2014 Report Share Posted May 21, 2014 I'll get this one, guys... You seem to be asking for the "Skin" system, which is already implemented, albeit not quite ready for production use. You can find a video about this feature on the BrashMonkey YouTube channel. I can't figure out the youtube BBCode, but here's a link to . Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted May 21, 2014 Report Share Posted May 21, 2014 Thanks RunnerPack, Yes, the feature is planned and in the works. Edgar is not yet finished perfecting the UI and data format for the feature, so the current implementation, shown in the video is definitely only to play with and NOT for any work you want to keep or use in a game, as the complete data format around that feature and its UI etc will completely change in the final version of the feature. cheers, Mike at BrashMonkey Quote Link to comment Share on other sites More sharing options...
cipicips Posted May 21, 2014 Author Report Share Posted May 21, 2014 thx both of you for answer well this is very major feature (at least for me) it would save me a lot time and numbers of sprites for animations. I hope it will be implemented in the near future :) Btw I was playing a lot with skin since you answered my topic, I have stumble across few bugs so should I post some of them in Bug Reports or not since it is only experimental thing ? Best regards Ivan Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted May 22, 2014 Report Share Posted May 22, 2014 It's almost pointless to repot bugs for the skin feature, as it will nearly completely change for the final version of the feature. It's a high priority feature for us too... but keep in mind, especially for mobile devices, with many animations on screen, the skin mode is likely to be more expensive for FPS...because many vertices will have to be tweened and recalculated per frame per skin object, so I suggest you do a lot of benchmarking once the skin feature is finished before creating every animation of every in-game object with deforming sprites etc. cheers, mike at BrashMonkey Quote Link to comment Share on other sites More sharing options...
bwwd Posted May 22, 2014 Report Share Posted May 22, 2014 I would prefere if skin feature was changed compeletely, they got it right in spine software and its easy to edit whenever you want, right now in spriter you can only edit it when setting up, then youre screwed if you made mistake cause you cant setup skins twice or more to fix problems. Quote Link to comment Share on other sites More sharing options...
cipicips Posted May 23, 2014 Author Report Share Posted May 23, 2014 well I have seen this skin feature in Spine software and to tell you the true it seams very perfect for me. Is it hard to do similar thing ? cheers Quote Link to comment Share on other sites More sharing options...
Trixt0r Posted May 24, 2014 Report Share Posted May 24, 2014 It is not hard to implement a skinning feature like in Spine. Just animating some vertices. The problem is saving the skining stuff efficiently in the SCML format, which is very different from Spine's JSON format. - Trixt0r Quote Link to comment Share on other sites More sharing options...
bakedbeing Posted May 25, 2014 Report Share Posted May 25, 2014 My main hope for a skinning/deformation system is to achieve Rayman Legends style animation : limbs and torsos are constantly squashing and stretching to wonderful subtle effect. I'd pictured being able to deform by moving bones too: move the hand base to stretch the forearm. The main title on the game with it's coiled vine silhouette animating seems like it would be deformed by a coiled chain of bones. Quote Link to comment Share on other sites More sharing options...
lucid Posted May 25, 2014 Report Share Posted May 25, 2014 The current skinning mechanics are no indication of what the final version will be like. They are just there as a proof of concept. The way skinning is saved and the UI will both change significantly. The goal will be to make it as intuitive, flexible, easy, and efficient as possible. There are a few more basic features for 1.0, and then we will be going into the skinning features. Any of the animation techniques you see in Ubi-Art framework (Rayman Legends) should be possible and simple with the final version of the skinning feature. Quote Link to comment Share on other sites More sharing options...
bakedbeing Posted May 26, 2014 Report Share Posted May 26, 2014 Thanks Lucid! Can't wait to see it. Playing through legends it seems like every animation they build has deformation passes as standard, such a nice result. Quote Link to comment Share on other sites More sharing options...
bakedbeing Posted May 26, 2014 Report Share Posted May 26, 2014 I'm sure you've seen this in Toonboom, they have stretchy bones: http://docs.toonboom.com/help/toon-boom ... leton.html#bones_4253544452_1031318 Quote Link to comment Share on other sites More sharing options...
Garvinator Posted June 16, 2016 Report Share Posted June 16, 2016 Bump. Nothing new has happened to this feature. Will the data format still be remade? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.