07-08-2012, 11:54 PM
The 2D Skeletal Animation Editor
-by TheShyGuy.
Editor:
http://dl.dropbox.com/u/33569482/2D%20SA...ShyGuy.zip
Requires Xna client profilefree)
http://www.microsoft.com/en-us/download/...x?id=24872
Coded in Xna/C#
-Next version will be coded in SharpDx/C#, a thin DirectX wrapper.
Well tbh, this editor was never meant for anyone but me. That explains the not-really-user-friendliness. I made it a while ago, maybe a few months, to be used for animation on a game. Well i never actually used, or finished, this editor because i never got to making a game that required it. TristanLuigi was looking for a "build-it-yourself" program, and i offered to make him a program just for that. While making it, i remembered that i made this. So i fixed it up a little bit and im releasing it for you guys too. The last minute saving i made was to save the animation as a sprite sheet, i never added support for saving it to xml. Anyways, I'm making a better version of the editor, a complete revamp. Its main extra feature will support UV texture coord binding to bones. There will be more than that though, but that would probably be the biggest, or one the biggest added features.
Features:
-Skeletal animation...=p
-creating animations....=p
-bone tree hierarchy...again =p
-key framing
--position
--rotation
--scale
--sprite/bone texture
-insert/delete frame support
-copy/cut/paste/delete pose or bone support
-inverse kinematics
-save animations as a sprite sheet. *Max texture size is 2048 for width and height!
-I wouldve made a video, but its not really needed....and my computer can't handle it -.-
Tutorial/Info:
A little bit more progress than shown by this video has been done. This is me showing the editing of a 2d "sprite" or texture by vertices.
If theres anything wrong, or something that needs to be added to the editor for convenience, don't be afraid to ask. If you have ideas for the future editor, comment on what you think should be added.
On mfgg:
http://forums.mfgg.net/viewtopic.php?f=8...49#p352549
-by TheShyGuy.
Editor:
http://dl.dropbox.com/u/33569482/2D%20SA...ShyGuy.zip
Requires Xna client profilefree)
http://www.microsoft.com/en-us/download/...x?id=24872
Coded in Xna/C#
-Next version will be coded in SharpDx/C#, a thin DirectX wrapper.
Well tbh, this editor was never meant for anyone but me. That explains the not-really-user-friendliness. I made it a while ago, maybe a few months, to be used for animation on a game. Well i never actually used, or finished, this editor because i never got to making a game that required it. TristanLuigi was looking for a "build-it-yourself" program, and i offered to make him a program just for that. While making it, i remembered that i made this. So i fixed it up a little bit and im releasing it for you guys too. The last minute saving i made was to save the animation as a sprite sheet, i never added support for saving it to xml. Anyways, I'm making a better version of the editor, a complete revamp. Its main extra feature will support UV texture coord binding to bones. There will be more than that though, but that would probably be the biggest, or one the biggest added features.
Features:
-Skeletal animation...=p
-creating animations....=p
-bone tree hierarchy...again =p
-key framing
--position
--rotation
--scale
--sprite/bone texture
-insert/delete frame support
-copy/cut/paste/delete pose or bone support
-inverse kinematics
-save animations as a sprite sheet. *Max texture size is 2048 for width and height!
-I wouldve made a video, but its not really needed....and my computer can't handle it -.-
Tutorial/Info:
2D Skeletal animation editor tutorial...err not a tutorial... more like information
Notes:
-The white boxes around the blue screen are right clickable.(bottom, top left, top right)
--bottom box : textures
--top left : skeleton and bone tree
--bottomleft : properties for selected skeleton or bone. skeleton properties include draw order, where you can change it.
--top right: animations
-skeleton and bone properties are editable within the property control(bottom left)
-bone transformation values are local to the bone
-when a bone transformation value is changed, it becomes a key value.
-Key values are indicated by yellow number boxes
-When you edit frame 0, your editing the "default" position of the skeleton.
-Draw order can be changed by going clicking on the skeleton node and editing the draw order property
found
-IMPORTANT: when saving, saved textures have a limited size of 2048
Buttons:
d : delete key frame value:
click inside a bone transformation number box,
type in "d" and the key value with be removed for that value
Right mouse button drag:
-offset origin of the sprite attached to the bone
left mouse button:
-change bone value for position,rotation, or scale.
GUI:
Transformations:
Translate : change position of bone.
Rotate: Rotate the bone around the Z axis
Scale : scale the bone
Play Button:
plays the animation
FPS number box:
speed at which to play the animation
Frame number box:
indicates current frame
Frame number box(2) :
indicates total frames within animation
check box loop:
whether or not to loop the animation
Textures box:
set as texture:
set texture of the current bone
add textures:
load in sprites
Properties control:
shows properties of currently selected object(bone or skeleton)
File:
Save:
A window will pop up asking for the width and height.
These values correspond to the number of frames per column and row(in that order)
after clicking OK:
use middle mouse button drag to create the "view" of the animation. This will be used for saving
the animation.
About:
Click it =)
Frames:
Insert Button:
insert a non key frame...frame before the current frame. Useful for controlling the
speed of animations from frame to frame.
Delete button:
delete the current frame
Skeleton Transformations:
Copy/Cut/Paste/Delete the entire skeleton transforms. Useful for key framing the entire pose.
Bone transformations:
similar to the skeleton transformations buttons, but only for the current bone.
Notes:
-The white boxes around the blue screen are right clickable.(bottom, top left, top right)
--bottom box : textures
--top left : skeleton and bone tree
--bottomleft : properties for selected skeleton or bone. skeleton properties include draw order, where you can change it.
--top right: animations
-skeleton and bone properties are editable within the property control(bottom left)
-bone transformation values are local to the bone
-when a bone transformation value is changed, it becomes a key value.
-Key values are indicated by yellow number boxes
-When you edit frame 0, your editing the "default" position of the skeleton.
-Draw order can be changed by going clicking on the skeleton node and editing the draw order property
found
-IMPORTANT: when saving, saved textures have a limited size of 2048
Buttons:
d : delete key frame value:
click inside a bone transformation number box,
type in "d" and the key value with be removed for that value
Right mouse button drag:
-offset origin of the sprite attached to the bone
left mouse button:
-change bone value for position,rotation, or scale.
GUI:
Transformations:
Translate : change position of bone.
Rotate: Rotate the bone around the Z axis
Scale : scale the bone
Play Button:
plays the animation
FPS number box:
speed at which to play the animation
Frame number box:
indicates current frame
Frame number box(2) :
indicates total frames within animation
check box loop:
whether or not to loop the animation
Textures box:
set as texture:
set texture of the current bone
add textures:
load in sprites
Properties control:
shows properties of currently selected object(bone or skeleton)
File:
Save:
A window will pop up asking for the width and height.
These values correspond to the number of frames per column and row(in that order)
after clicking OK:
use middle mouse button drag to create the "view" of the animation. This will be used for saving
the animation.
About:
Click it =)
Frames:
Insert Button:
insert a non key frame...frame before the current frame. Useful for controlling the
speed of animations from frame to frame.
Delete button:
delete the current frame
Skeleton Transformations:
Copy/Cut/Paste/Delete the entire skeleton transforms. Useful for key framing the entire pose.
Bone transformations:
similar to the skeleton transformations buttons, but only for the current bone.
If theres anything wrong, or something that needs to be added to the editor for convenience, don't be afraid to ask. If you have ideas for the future editor, comment on what you think should be added.
On mfgg:
http://forums.mfgg.net/viewtopic.php?f=8...49#p352549