2D skeletal animation

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    This is a 2D skeletal animation software that exports a rig file and an animation-bank file that both can be imported into Fusion.

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    Here's the basic idea on what's happening. The program buffers parent data and accumulates data from several joints instead of for example; looping through links to a matrix. As I understand it (for now), it's the only way to add/remove joints dynamically and as mentioned it is only what I know right now.


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    Memory usage in short. Constructed very open so that various animation information can be added promptly.

    The virtual floor gives a user the means to avoid footsliding.


    What I learned
    Contrary to common misconception, more keyframes at higher rates "does not" make the computer work harder. Also a higher keyrate is visible on a lower framerate than itself! It's the high frequency curves that has a chance of not getting rendered. The highest recognitionspeed of a human eye/brain is 220 times/second, according to the US Air force.

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  • yes, that would take me a few days *looking at documentation*.

    I don't have any need for that currently... CT are probably doing it for Fusion 3.

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  • Incredible! :)

    I just finished looking at it. This could have various useful applications within games for custom movement.

    Excellent work! :)

    Logan Apple

    X Star

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  • I was thinking of sharing an mfa example that read these files, if people are interested in it.
    The level of difficulty for this is mediocre.

    Oliver: thanks, Alonso and Andrew seems nice. I'm still proving myself and probably will for some time.

    crayzorechos: you'll have to import and buffer data (array object), then apply that to player character or enemies.

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  • Hi tompa and all clickers! Very good and nice, if you share example file or file with wiget! I while not understand, how with work for Clickteam Fusion 2.5! I see, that this files it is native array format for Clickteam Fusion 2.5, but I not understand how this link with active object or active objects!

  • I am very confused as to what I am looking at here.

    Quote

    crayzorechos: you'll have to import and buffer data (array object), then apply that to player character or enemies.

    So I tried doing this importing the arrays that is, and each array has a TON of data as numbers. With no reference to what each number is, I'm very confused. I would love some kinda tutorial or something or example file.

  • Haha you have the right to be PotatoMerc. The animation bank is related to the rig setup file, and the rig is made or set in the program.


    In 3D the software usually use a character set (Maya) to define what joints are animated, then the rig is exported in every animation file.. this is however dependent on what export method you use.

    Point is this example is powerful but way to underdeveloped. It was meant to animate Bosses in HFA, but another method was used and this project was laid on ice.

    It's in my opinion better to use Spriter and parse its files. You can get a very powerful animation and lively game if incorporated correctly, like very high fps with smooth animations. I don't know if that's possible with the current Spriter extension for fusion, it wasn't last time I saw it but it might have improved.

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