How to make bone animation in GE Tutorial
Posted: Sun Jun 12, 2011 12:13 am
After that tutorial you will have your 3D animation converted into sprites. That open ALOT of possibilities.
Note: I already tested it, it work. But I never tested it with GE yet.
First get your bone animation a full 3D character.
Then you need to download a free application FragMotion. I think it still free, but you get a bugging once in a while telling you to buy it. But you can keep using it. I have the full version, so I am not sure anymore.
Look at what format you can import. Look at the link.
http://www.fragmosoft.com/
1. In your 3D modeler application export.
2. Export.
3. In FM, import.
4. menu, tool, sprite
Start angle is the rotation of the character around the global y-axis where the first sprite image will be generated.
Spin angle is the amount that the character will be rotated around the y-axis. The increment is equal to the sweep angle divided by the number of rotations.
Width and height represent the 2-D width and height of the resulting image when the camera is looking down the -z-axis at the character in its initial pose.
When the sprite is created an xml file is generated that contains information which can be parsed by a user defined application.
Attachments can be created on the skeleton to save important 2-D positions within the exported images. Attached characters will also appear in the sprite images.
When Uniform Sizing is checked all images in a grid or a strip will have the size of the largest image.
When capturing sprite images from a model using vertex animation it is recommended that Frames be set to match the NumFrames value in the selected animation. This will prevent any interpolation errors.
Show us some results.
Note: I already tested it, it work. But I never tested it with GE yet.
First get your bone animation a full 3D character.
Then you need to download a free application FragMotion. I think it still free, but you get a bugging once in a while telling you to buy it. But you can keep using it. I have the full version, so I am not sure anymore.
Look at what format you can import. Look at the link.
http://www.fragmosoft.com/
1. In your 3D modeler application export.
2. Export.
3. In FM, import.
4. menu, tool, sprite
Start angle is the rotation of the character around the global y-axis where the first sprite image will be generated.
Spin angle is the amount that the character will be rotated around the y-axis. The increment is equal to the sweep angle divided by the number of rotations.
Width and height represent the 2-D width and height of the resulting image when the camera is looking down the -z-axis at the character in its initial pose.
When the sprite is created an xml file is generated that contains information which can be parsed by a user defined application.
Attachments can be created on the skeleton to save important 2-D positions within the exported images. Attached characters will also appear in the sprite images.
When Uniform Sizing is checked all images in a grid or a strip will have the size of the largest image.
When capturing sprite images from a model using vertex animation it is recommended that Frames be set to match the NumFrames value in the selected animation. This will prevent any interpolation errors.
Show us some results.