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Found 10 results

  1. Hello, everyone! I want to use babylonjs to develop a game, but it requires a lot of modeling and animation, and I want to implement it in the following way. I have these files below: 1.A model file (including skeleton and model, but no animation); 2.Multiple skeletal animation files (including bones and animation, but no model); This problem does not exist when I merge the model and the skeleton into a single file, but in such a way it is necessary to re-modify all the model files every time you add a skeleton action. So, I want to control the different actions of
  2. Hello all, Just wanted to let you know the Creature Animation Runtimes have been updated for Pixi.js: https://github.com/kestrelm/Creature_WebGL The new updates also involve support for the latest features, including Skin/Item Swapping, Anchor Points etc : https://twitter.com/KestrelmMoon/status/888977982605348864 Here is a short trailer of what Creature Animation Results look like: https://www.youtube.com/watch?v=SAk06tuQw80&feature=youtu.be Cheers
  3. Hello all, Just wanted to let you know the Creature Animation Runtimes have been updated to work with Phaser 2.8 CE: https://github.com/kestrelm/Creature_WebGL The new updates also involve support for the latest features, including Skin/Item Swapping, Anchor Points etc : https://twitter.com/KestrelmMoon/status/888977982605348864 Here is a short trailer of what Creature Animation Results look like: https://www.youtube.com/watch?v=SAk06tuQw80&feature=youtu.be Cheers
  4. Hi everyone. I'm trying to import a 2D skeletal animation in BabylonJS made with Spine 2D Animation. They have multiple runtimes to export the animation to Three.js, Turbulenz, Unity, etc. But not for babylon. Somebody has made this work?
  5. Hi, after few days of work I managed to play skeletal animations exported from Spriter tool in Phaser: For anyone who is interested I wrote article about it here: http://sbcgamesdev.blogspot.cz/2015/09/phaser-tutorial-phaser-and-spriter.html You can see working example on the page and you can also download whole MSVC 2015 project with full source there. Currently tweening between bones and sprites is only linear. Other curve types has to be implemented yet. Also features specific for Spriter Pro version are not implemented (like events, sounds, character maps, ...) Good news is, t
  6. Whoa! Okay, there are two parts to this. Case/Issue 1: Scene picking info for animated rigs only obtains picking information from the first frame of the rig animation. I've setup a test case, http://jsfiddle.net/7x0nkh0g/3/ , where there's this cube that is being animated and moved by this bone. You can click on the cube to change it's colour between green and red. Clicking only works if you click on the mesh where it was at the first frame of animation. Doesn't canvas picking info casts a ray into the scene and looks for active faces everytime? It appears that it's using the first frame o
  7. Hello all, I am the dev of the Creature Animation Tool ( http://creature.kestrelmoon.com/ ) Today I checked in a change to the Creature Phaser WebGL runtimes to enable the loading of our new FlatBuffer Binary File format. This allows you to pick between either current JSON format (which is useful for debugging) or the faster and more compact binary FlatBuffer representation. The docs on how to use the new file format have been updated: http://www.kestrelmoon.com/creaturedocs/Game_Engine_Runtimes_And_Integration/Phaser_Runtimes%20.html The new runtimes are here: https:/
  8. Hey, I must apologize for asking so much or in such large scale. but there's some stuff that wont just "click". I do not ask u to tell me precisely how to do but more like how its done in theory. I'll try to categorize the subjects with numbers or something to make the questions more easy to answer. 1. first things first. I'v read something that i cant use "actions" from blender. how i should make the skeletal animations then? in one big animation that contains all the animations for Walking, running and idle ect. and somehow using the frames of specific range in babylon.js? 2. Then
  9. Hello Phaser Devs, Creature is my new advanced 2D Skeletal and Mesh Animation Tool designed for indie game devs in mind. It also supports Phaser as one of the export formats. Phaser Support (WebGL required) I just added in Phaser support for the Creature playback runtimes. Check out the Phaser playback demo here: http://www.kestrelmoon.com/creature/demo_phasor.html The above demo shows a Phoenix character authored in Creature and exported out for Phaser. The whole animation sequence was automatically generated using a combination of wing flap motors, bone motors(for the floppy tails) a
  10. Hello Html5 Game Devs, I am the developer of Creature, an exciting new cutting edge 2D animation tool! With Creature, you can add stunningly fluid animation to your digital content. At the core of Creature is a highly advanced skeletal animation, mesh deformation and dynamics system. Save Time + Cost with Automated Animation The main difference between Creature and other animation tools out there is its Directible Automated Animation Engine. What that means is the ability to procedurally generate, through an Automated but User Directible process, complex motion like Walk/Run Cycles, Tail Flo
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