Put together dynamic characters easily with Skeleton. Using only a handful of separate sprites (an arm, a head, a body, etc), you can design a skeleton for your character and apply sprites to it. Bend your character and see it come to life as all the sprites are automatically moved and rotated with the skeleton. Use key frames and loads of other features to quickly and easily animate your character. Saves tons of time when putting together the sprites for your next game.
(created with Skeleton)
* Any skeleton can be designed! Create a human, animal, insect, bird, etc, or simply use the program to animate the suspension on a car. Two demo skeletons, complete with animations, are included.
* All images rotate and follow the bones of the skeleton as they are moved.
* Horizontal & vertical scale, angle, alpha, color, position, and depth settings allow you to adjust images onto the skeleton perfectly.
* Export animations to Gifs, or single frames to Bitmaps.
* Spline key frames, smooth the entire animation, and reverse it, all with a few clicks.
* In-depth help manual and tutorial included
* Overlay the previous, next, and/or select frames over the current
* Convenient frame toolbar allows you to easily work with long animations
* Multiple images types supported when importing images
* Add a background image to the canvas
* Backwards compatible with version 1.0
* Quick method to set all frames to the selected frame
* And even more features to make quick work of animating...
File Size: 3.41 MB
Resolution: windowed, will adapt to your screen size (does not change resolution)
Created with GM6
Created by: Tahnok
Uses: ImageMagick (www.ImageMagick.org).
Uses: GMMagick & silent_dos.dll (www.G-Java.com)
Uses: N_Menu.dll (http://nf88.net)
Inspired by: Pivot Stickman Animator (www.geocities.com/peter_bone_uk)
Skeleton 1.1-Lite (compact and in-game render engines)
After numerous requests to add GML export functionality (which will most likely never happen), I created this little add-on program. While it doesn't actually draw in your game, it can render .Skl files from the commandline. This means that you can save space in large games by including the skeleton files and rendering them at game start, instead of having to include the full animations.
Also, after stripping the above program down, I've released the source to it. This means you can now render skl files without adding any significant size to your games!
It also means that you have a great stepping stone to any sort of converter you would like to create (like exporting to GML, animated GIF, etc). The hardest part, opening the files correctly, has already been taken care of. Now you can just grab the data from the bone objects!
There are a few restrictions not present in the full version. You can read about them in the game information of the engine.
Download Skeleton 1.1-Lite
If you have problems running the program:
Some people run into an error when they try to launch the program, due to the large use of surfaces. You can still use the program though by disabling the preview bar. Follow these steps:
Run the program at least once (so the ini file extracts)
Change the "ShowPreviewBar" value to 0
Save and close the file
Now, try the program again. No errors should be thrown and blue frames should be shown instead of the previews. Let me know if you still have problems.
10-23-06: Updated to version 1.1.
Using the save files:
Should you, for whatever reason, like to use the .skl files created by this program for a purpose outside Skeleton, this save file documentation will be quite helpful. Of course, being able to modify the save files outside of Skeleton is not necessary to use the program, this document if just provided as a convenience to other application writers.
Above-view perspective (Post #21)
Adding a weapon, object, etc, to a hand (post #25)
Aurora, a game I'm developing, uses Skeleton extensively for the player images, along with some other animations scattered throughout. Click here to be taken to it's page.
Edited by Tahnok, 21 August 2009 - 02:35 AM.