bone movement feature ideas

New releases and general discussions.

Post » Thu Jan 01, 2009 9:34 pm

I've got few bone movement feature ideas which you may find useful:

1. import/export bone movement with graphics that it is using from/to a file.
2. animation preview
3. modyfing sprites width and height as a part of bone movement
4. naming bones
5. positioning each bone by typing in ther x/y position and rotation degree
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Post » Thu Jan 01, 2009 10:49 pm

[quote="megatronx":3jg96qna]3. modyfing sprites width and height as a part of bone movement[/quote:3jg96qna]

What if you could put tweenign in for this in the movement. I could make for some really cool looking muscles and stuff.
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Post » Wed Jan 07, 2009 1:06 am

There should be a way to remove a bone. (Is this already a feature and I just didn't see it?)

Edit: :oops: It apparently is possible. I guess I need to play around with it more.
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Post » Wed Jan 07, 2009 1:15 am

[quote="stainsor":y5vnh1vg]There should be a way to remove a bone. (Is this already a feature and I just didn't see it.)[/quote:y5vnh1vg]

You apparently can, but I don't know how it's done since there's no button for removing them.
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Post » Wed Jan 07, 2009 2:07 am

Press the delete key on your keyboard.
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Post » Wed Jan 07, 2009 2:11 am

[quote="Barri167":2e5nparp]Press the delete key on your keyboard.[/quote:2e5nparp]

I figured out my problem; I thought clicking on the little control point would select the bone. Turns out you need to click on the hotspot. :P
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Post » Thu Jan 08, 2009 11:20 pm

inverse kinematics are a must for bones and rigging!!!

i don't know if this is possible yet but if it is, i have yet to find out how to accomplish it and if it isn't, there should be a way to have animations like a breathing chest for example in addition to bone movement unless there already is a way to mix regular animations with the bone movement behavious ...
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Post » Thu Jan 08, 2009 11:53 pm

[quote="vinny":38xffmiw]inverse kinematics are a must for bones and rigging!!!

i don't know if this is possible yet but if it is, i have yet to find out how to accomplish it and if it isn't, there should be a way to have animations like a breathing chest for example in addition to bone movement unless there already is a way to mix regular animations with the bone movement behavious ...[/quote:38xffmiw]

To get a heaving chest you could have the bone movement on a colored square, then attach all of the pieces separately. That would allow you to move the bottom up and down.
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Post » Fri Jan 09, 2009 2:28 am

If I designed the bone movement right, it should work with the other movements. For example, if you gave the chest a 'sine movement' and made it increase the width you could create the effect of a chest getting bigger and small by breathing in and out. Anyways I'll look into these suggestions
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Post » Fri Jan 09, 2009 3:18 pm

Is it possible to use the same sprite across multiple bones? For example, I wanted to make a worm-like creature with just 3 sprites: head, body and tail. The body sprite would be repeated multiple times, but for optimization, I don't want to create 10 of the same body object. If that's not possible, then I guess I'm requesting that as a feature :D

Maybe a good way to do this would be to have an actual bone object instead of a behavior. Then you can select the bone and assign it a sprite. Just a thought, thats probably more of a rewrite than a feature request.

-Lou
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