Colourful Skeletal-Animation Test

Post your Construct-made creations!

Post » Tue May 19, 2009 3:48 pm

[quote="Vrav":2dux20qj]Hey, this is pretty cool. I like it.[/quote:2dux20qj]
Thank You.

[quote="QuaziGNRLnose":2dux20qj]very cool indeed. id suggest making his legs a separate object/bone group tho, so that his body animations can be controlled independently of his running/walking/idling/jumping anims.[/quote:2dux20qj]
Thank you for your reply. I was planning on initially doing this, but as I was experimenting I forgot to incorporate it.

[quote="Ashley":2dux20qj]Nice, very good demo of the bone movement :)[/quote:2dux20qj]
Thank You.

[quote="gammabeam":2dux20qj]
Could you post the .cap so we can all learn your procedures?![/quote:2dux20qj]
[quote="alspal":2dux20qj]
I think David? posted a cap showing the bone movement with platform behaviour a while ago.[/quote:2dux20qj]
If you still want me to post a .cap I can. The only thing I would change to it before I did that would be to slightly alter the images. This is only so that they keep some originality. I'd probably also add some text/guides as to hint at what I did.

[quote="SoldjahBoy":2dux20qj]Hahaha nice one :D

I love the graphic style, and such an original idea. You nailed the bone animations really well... I like how the character attacks differently depending on if you are walking or standing still.

Can't wait to see more if you plan on continuing the idea :D

~Sol[/quote:2dux20qj]
Thank You. I'm planning to alter the animations at some stage. At the moment the standing attack looks a bit awkward, due to the brush size.

[quote="l33twash0r":2dux20qj]Looks cool![/quote:2dux20qj]
Thank You.

[quote="toralord":2dux20qj]I cant wait to see more of this game.[/quote:2dux20qj]
Thank You. I've almost finished the mechanics of the first level. Just have to finish the images, effects and touching up when I have spare time.
B
85
S
31
G
14
Posts: 106
Reputation: 16,430

Post » Tue May 19, 2009 4:57 pm

[quote="Andeming":mq8rmgq0]
If you still want me to post a .cap I can. The only thing I would change to it before I did that would be to slightly alter the images. This is only so that they keep some originality. I'd probably also add some text/guides as to hint at what I did.
[/quote:mq8rmgq0]

That would be great.
B
21
S
4
G
4
Posts: 280
Reputation: 2,934

Post » Wed May 20, 2009 5:43 pm

Here's the .cap file. I've altered the images slightly for reasons I stated earlier, although they're still recognisable :wink:

[u:1nxre2gm].Cap File:[/u:1nxre2gm]

http://www.mediafire.com/?mg2zhyxwtxe

If you haven't had experience with animations via the skeleton behaviour, then you may be slightly confused. The .cap is simply events triggering the difference animations under certain conditions, and all the animations are under one bone behaviour (within the top left image).

If you are unsure as to where the animations are kept, click on the top left image on the first layout. The scroll down its properties to 'bonemovement' behaviour, then click on 'edit'. You'll then be taken to the bone animation screen. From here you navigate from the left via the 'animation' drop down menu, and then via the 'frame' drop down menu.

All the best,

Adam
B
85
S
31
G
14
Posts: 106
Reputation: 16,430

Previous

Return to Your Creations

Who is online

Users browsing this forum: No registered users and 3 guests