Bone animation has incredible potential, but...

New releases and general discussions.

Post » Fri Apr 24, 2009 1:23 pm

[quote="Mipey":23q58yyp]Well, that is a highly specialized animation software. Construct is a generic game development tool; bone animation is a much smaller part of the engine compared to Anime Studio Pro. How many games that use bone animation are there compared to games that do not?

Granted, having a more intuitive bone animation plugin would be nice, but I think it is not that important for Construct, which would benefit from many other additional features. ;)[/quote:23q58yyp]

I haven't said that it should be axacly the same, but some of the GUI ideas, and some of/the most nessesary features could be 'nicked' ;)
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Post » Fri Apr 24, 2009 8:47 pm

[quote="Holymonkey":nmqytxft]There would be alot more games that use bone style animation IF it were supported by common authoring tools. I guarantee you lots or maybe MOST of us will be using the bone animation in some or all of our projects.

In fact humbler versions of this style of animation are used constatly in developing for platforms where memory is limited. You'd be hard-pressed to find a good mobile or handheld 2d action game that isn't using this technique.[/quote:nmqytxft]

the bone editor is good enough to do anything as is, i believe everything should be doable in construct itself.
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Post » Sat Apr 25, 2009 8:01 pm

One thing I'd like to see is being able to control the bones through events, and making it so you can apply force to joints and move them based on conditions. That way you could make procedural animation that reacts dynamically to whats happening in the game rather than just having static looking animations.
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Post » Sun Apr 26, 2009 10:31 am

[quote="megatronx":2dzwrzr8]Rich@ I advice you to check out Anime Studio Pro as a base for how bone movement editing it should work and look.[/quote:2dzwrzr8]
I know what you are getting at, but Anime Studio is actually rather dificult to use. The UI is not very user friendly, and the program itself is very fussy when it comes to the "order" of things.

Personally I would go for something more like Poser (in the way it keyframes and animates things). If the bone system could implement some kind of IK solver, as well as a keyframe jog/shuttle system, it would be bulletproof... not to mention awesome as hell.

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