Re: December update

New releases and general discussions.

Post » Thu Dec 18, 2008 2:03 pm

[quote="newt":2azfrmq9]Yes but creating each individual part, and skinning the bones, is no different than doing the same in some tweening program, then importing the animation.[/quote:2azfrmq9]
There's more to it than that. You can dynamically tween between any stage in any animation to any other animation. That's prohibitively difficult with frame by frame animations. Also, the bone animation is perfectly smooth at any V-synced framerate, because it uses TimeDelta - again, using framed animations, it is nearly impossible to get a perfectly smooth display. Finally, you can timescale and the animation stays absolutely perfectly smooth, even at very slow timescales, again thanks to TimeDelta. That's simply impossible with framed animations, you'd end up with noticable jumps as it switched frames at long intervals.

In short, using the built in bone movement will have better display quality, and be able to do more (assuming it matches the features of what you want to do).
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Post » Thu Dec 18, 2008 9:15 pm

[quote="newt":10lcz0i2]Yes but creating each individual part, and skinning the bones, is no different than doing the same in some tweening program, then importing the animation. Your still going to have to set up what you want to happen before you get any results. The bones system just keeps you from having to use expensive software.

There's really only two differences between the two. Using an animation package you can adjust each individual image from within the software, then using the bones you can make adjustments to the motions from within the software.[/quote:10lcz0i2]

In the update, it's introduced as a "new bone movement behavior," keyword being behavior. As in, something that can be controlled and manipulated in real time.

Now, if this were just a feature included into Construct's picture editor, then yes, there would be no different than importing an animation from some animation package like Anime Studio.

But this isn't precanned animation. These are bones controlled via a behavior which can be manipulated in real time. With this, I imagine being able to create 2D ragdoll physics in Construct and even procedural animation, or even just less static, smoother looking animation in general than what using a precanned sprite animation allows.
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Post » Thu Dec 18, 2008 11:36 pm

The thought of anything with a retarded name like 'anime studios' would be able to produce anything decent surprises the hell out of me. That second one looks great though.

I already figure the bone stuff will be able to to do big, puppetted enemies, but how will the implementation effect say, the animation of the specific parts and different views of the parts?

Say like a punch. Just standing with a straight, profile torso is fine, but someone like me would want the punch to have more life to it. Will I be able to have sprites for say, different positions of the torso so it can twist with things? I imagine I could do this one way or another, but will it be implemented to be done easily in the editor?

I'm very interested in hearing how far this system can be pushed!
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Post » Thu Dec 18, 2008 11:39 pm

[quote="kayin":2f08r629]Say like a punch. Just standing with a straight, profile torso is fine, but someone like me would want the punch to have more life to it. Will I be able to have sprites for say, different positions of the torso so it can twist with things? I imagine I could do this one way or another, but will it be implemented to be done easily in the editor?[/quote:2f08r629]

I asked Rich this very question (sort of) and he assured me that yes, you can do that. Not in the editor, but at runtime (changing a body-part's animation frame or whatever). At least that's what he said.
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Post » Thu Dec 18, 2008 11:47 pm

Okay thanks, that sounds good. The only problem I have with that (and there may be solutions already in place!) is that it seems as if it would be difficult to design an animation that you can only see correctly at runtime. Did he say anything else about that?
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Post » Fri Dec 19, 2008 4:56 am

I assume this awesome bone stuff is really only feasible in platform and top down games?
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Post » Fri Dec 19, 2008 5:35 am

[quote="Arcticus":302fkful]I assume this awesome bone stuff is really only feasible in platform and top down games?[/quote:302fkful]

I don't see why it wouldn't also work for isometric games as well if that's what you mean. It all depends on how you draw your character and what constraints you put on the bones. Bones are pretty much like a stick man really, and you can make a stick man look like he is facing whichever angle and direction you want depending on how you draw his parts (head mainly).

~Sol
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Post » Fri Dec 19, 2008 5:38 am

I hope so, it would be interesting to make a D2 style character setup
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Post » Wed Dec 24, 2008 3:14 pm

[quote="Rich":1fbctj2t]Shouldn't actually take too long; we're hoping to have a christmas present anyway..[/quote:1fbctj2t]
so whats the odds of it being an xmas gift at this time?
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Post » Wed Dec 24, 2008 3:15 pm

1:1

I'll take your bets now.
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