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Thread: 2D Skeletal Animation System Questions (and Source)

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  1. #1

  2. #2
    This is my solution.

    A few words of introduction: We operate only on angles (one bone = one angle) and one start point (X0, Y0) from figure B (picture 1) - this is the only data that we need to read and write to the file (for one frame of animation).
    Additionally, you can have a bone length L, but this is unnecessary when you have a human bones (ideal human proportion) or you can get L from sprite length.

    Algorithm:
    - starting from the point (X0, Y0), Figure B (picture 1).
    - we have angle (a), length of bone (L1), start point (X0,Y0), so we can calculate the point (X1, Y1). (X1, Y1) is a central position of our next sprite (be sure your sprite can be rotated from a center (picture 2, figure A))
    - if we have (X1, Y1), (b) and (L2), we can calculate (X2, Y2) and next (X3, Y3)
    - we do this same for left and right leg (figure C), and left and right hand (figure D)

    Optimization:
    This method requires a large number of calculations, but it does not need a lot of resources to read and write. To better work with animation, we can use KeyFrames - write data only for KeyFrames, and the rest is calculated automatically (picture 2, Figure B). It's not difficult to calculate AutoFrames if we operate on angles.


    Result (AutoFrames = 5):
    http://www.youtube.com/watch?v=igSRP0J5q_I
    Attached Images Attached Images
    Last edited by mobilus; 09-03-2012 at 11:46 PM.

  3. #3
    Thanks Mobilus!

    Your info will be very useful! =)

    I think I have understood! I will try to make something here!

    Thanks

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