So I started to write my own exporter for. Of course you can export single frames and use a tool like TexturePacker to build sprite sheets, but that's still hard to automate. There is no plugin system to export to custom formats, just one format for frame information (csv, no xml or json) and no export from the command line. I found GraphicsGale's exporter lacking in several respects. He uses GraphicsGale for all his sprite animations and, as of now builds our sprite sheets in Photoshop manually.Īs I had some down time yesterday I decided to see, if I can speed up his workflow in some way. As it is not the main purpose and focus of CC2D right now.I'm currently working on a 2D platformer with a friend of mine. Generating a ready to use file for other animation software, won't be coming any time soon, unfortunately. No JSON accompanying them, and it will be up to the user if they want to bring it to other animation software. But it will be just a simple atlas with all the body parts separated. That said, exporting to Atlas is currently in the work, and it will be coming on the next update. Only later, due to popular request, we bring it as standalone version, where user can export the characters and animations as png sequences. It was originally made as Unity plugin, because that is the tool that we use and that we are most familiar with. Think of it like the character generator within RPG Maker. It was more aimed for people with no artistic skill, so they can create and use the resulting characters for their game. So CC2D wasn't really made for creating animations on other tools. But we would need to have the before created bodyparts from your CC2D to make that happen. Spines Attachment or Skinning functions to swap the body-parts out. What Game Maker Studio 2 and other programs can do, is import a Standard-Skeletton with Animation and use e.g. A texture Atlas is only a simple file, where X, Y, and the size of the Sprite are written in text-format export your created and scaled parts fixed to an texture Atlas or as seperate sprites.įirst thing would be, is it possible, that you could export only one limb / body part as PNG? scale the sekelloton with a procedure in the Setup pose and you are done. That is some work, but would be possible. pre-created Spine or Spriter animation, maybe both. If you would provide a bunch of skeletton animations, maybe it is not as complecated, the steps would be as following: And if we only can export as a complete Sprite-Sheet, a game creator, artist or any person in the pipeline would have to start from scratch again. ![]() The potential for your CharacterCreator2D is great, but most animators, visual designers, artists, are not in the Unity ecosystem. ![]() If you could create layered photoshop files, you people could use scripts to build up on that: Creatur can import Spine files and export as FBX. DragenBones, Godot, Kestrelmoon CreaturĭragenBones is Part of Egret Game Engine: Īlso there a many game engines, that are not Unity, that support Skeletton animations, App Game Kit e.g. Also it could make more sense for body-part-export+JSON Atlas for Blender-Animations or any other 2D animation tool. The PNG export does only export the complete image? We don't get the scaled parts of the body? If you would export the parts of the body, your CC2D could be the Reallusion Character Creator 3 and Spine / Spriter would be the Reallusion iClone. There are plugIns for Photoshop and Affinity Designer, that could setup the JSON for Spine, but we would need to have seperate PNGs for the limbs on the bones and so on. Is it possible to have a Atlas-File, or Spriter JSON / XML-File? Spriter has an open documented format, but Spine also.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |