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Sk2d: 2d Skeletal Animation System


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#21 Drifter

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Posted 26 August 2010 - 07:15 PM

I have uploaded a beta version of the new editor. It requires Windows XP and OpenGL enabled video card.

***Download Editor link on first page***

When you first start the program it will present a dialog asking you to select a profile.
Each profile has its settings and recent file list. To create one press create. specify a profile name and the default project directory to save files to. Make sure to select the file version to SK2D 1.1 since the 2.0 files are not compatible with the current dll.

*** I have just noticed a glitch in the create profile dialog. If it won't allow you to create a profile make sure your project path doesn't end with \ or / ***

Edited by Drifter, 02 March 2011 - 04:52 PM.

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#22 Drifter

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Posted 26 August 2010 - 08:09 PM

I'm very thankful that you're finally rewriting the Sk2d editor in C++. I've been keeping track of this project for a while, hoping that you would fix the glitches in the old editor (which have really hindered my experience with your DLL). I was about to give up hope in seeing the next major update until I decided to check the GMC post just one more time before I started looking for another skeleton system that is a bit easier to use. I'm very glad I did so. :D

-George


Which glitches exactly. The only glitches I can think of is the animation editor. which had mouse translation issues which I only just fixed this week(crosses fingers).
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#23 Drifter

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Posted 28 September 2010 - 08:41 PM

Version 2.0 is now availible.
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#24 CyrusRoberto

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Posted 30 September 2010 - 03:52 AM

The new release is great, and the editor is almost flawless. I have been recommending this DLL to people and giving it some attention at 64digits.

However, it would be nice if it were possible to scale the skeleton models in the same way that they can be zoomed in and out in the editor, as well as scaling the sprites with them. It would also be nice if flipping/mirroring the skeleton was a built-in feature. I was able to do this in previous versions of Sk2d by flipping the sign of the local x coordinates of a bone when drawn and flipping the sign of the angles. It seems that all of the drawing functions Sk2d 2.0 are automated by skx_draw_images(skeleton_name), and I can't mirror the skeleton without having to draw the bones the old way.

Here's what I did (press <Enter> to flip the skeleton):

http://64digits.com/users/Cyrus/Animations_Modified.zip THIS IS FOR SK2D 1.1

However, the skeleton uses global coordinates, and I flipped the skeleton by subtracting the x value of the bone coordinates from the room width. Also, note that I had to flip the sign of the value of the angle as well.

if dir = 1 //facing left
{
sx = sk_bone_get_global_x(Sk,"RightArm1");
sy = sk_bone_get_global_y(Sk,"RightArm1");
sa = sk_bone_get_global_angle(Sk,"RightArm1");
draw_sprite_ext(SPR_UpperArm,0,sx,sy,1,1,sa,c_white,1);
}
else if dir = -1 //facing right
{
sx = sk_bone_get_global_x(Sk,"RightArm1");
sy = sk_bone_get_global_y(Sk,"RightArm1");
sa = sk_bone_get_global_angle(Sk,"RightArm1");
draw_sprite_ext(SPR_UpperArm,0,640-sx,sy,1,1,-sa,c_white,1);
}

But yeah, this extension is awesome, and I plan to use it in a lot of my future projects.

Take care,
-George (aka Cyrus)

Edited by coolgeorge423, 30 September 2010 - 03:59 AM.

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#25 zeroonea

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Posted 11 October 2010 - 06:03 PM

Hi, your editor is great. But I have no idea how to make animation? Can you write a guide?
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#26 Drifter

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Posted 15 October 2010 - 01:17 AM

However, it would be nice if it were possible to scale the skeleton models in the same way that they can be zoomed in and out in the editor, as well as scaling the sprites with them.


I have to give some thought to that.

It would also be nice if flipping/mirroring the skeleton was a built-in feature. I was able to do this in previous versions of Sk2d by flipping the sign of the local x coordinates of a bone when drawn and flipping the sign of the angles. It seems that all of the drawing functions Sk2d 2.0 are automated by skx_draw_images(skeleton_name), and I can't mirror the skeleton without having to draw the bones the old way.

This will be in the next version. but in the meantime.

Hi, your editor is great. But I have no idea how to make animation? Can you write a guide?

I may post a video tutorial.
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#27 CyrusRoberto

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Posted 18 January 2011 - 06:56 AM

Have you ever considered releasing the source code to Sk2D's DLL? I would love to use it in a C++ project that I can port to other systems. :3
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#28 jack1993jack

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Posted 22 January 2011 - 10:52 PM

Just downloaded and it looks good! I remember the days of trying to figure out how do code this from scratch myself ^_^
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#29 Semantic

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Posted 31 January 2011 - 09:28 AM

Is it possible to switch off filtering when zooming in editor? I am working with rather small sprites, and it looks bad and hard to position bones correctly sometimes...
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#30 Markolainen

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Posted 02 March 2011 - 11:48 AM

This extension is just awesome. Love it in each and every way. There are some things that could need some smaller improvements imo though.
I get a bug when I delete a sprite:
Spoiler

Then it stops drawing all the sprites and skeletons.

I'd like to see some kind of ability to draw grid, a line etc so you can position the limbs better. Would be great if you could have any angle on them too for ex a walk cycle up a slope.
Best would be if you could import pictures to have in the background too. I know you can import right now but now you have to attach them to a skeleton. And since all skeletons are affected by root I have to make some unnecessary skeletons and grounp. To biggie really but some others may not think of that and could benefit a lot from some kind of reference points.
And I'd have too agree with Sematic that it'd be nice to be able to switch off the AA-filter.

EDIT: It would be nive to be able to switch to next and previous timeline events without having to selevt the animation itself in the skeletal explorer.
EDIT2: Noticed you already had those. Thought they were some kind of fast forward...

Edited by Markolainen, 02 March 2011 - 05:33 PM.

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#31 Drifter

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Posted 02 March 2011 - 05:29 PM

Have you ever considered releasing the source code to Sk2D's DLL? I would love to use it in a C++ project that I can port to other systems. :3

I would like to. I would need to clean up a lot of it code base before that happens.

This extension is just awesome. Love it in each and every way. There are some things that could need some smaller improvements imo though.
I get a bug when I delete a sprite:

I'd like to see some kind of ability to draw grid, a line etc so you can position the limbs better. Would be great if you could have any angle on them too for ex a walk cycle up a slope.
Best would be if you could import pictures to have in the background too. I know you can import right now but now you have to attach them to a skeleton. And since all skeletons are affected by root I have to make some unnecessary skeletons and grounp. To biggie really but some others may not think of that and could benefit a lot from some kind of reference points.
And I'd have too agree with Sematic that it'd be nice to be able to switch off the AA-filter.


I already fixed that bug, just forgot to upload it. download the new version on the first post. Background images are something that I always meant to do.

Edited by Drifter, 02 March 2011 - 05:52 PM.

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#32 Markolainen

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Posted 02 March 2011 - 05:36 PM

I already fixed that bug, just forgot to upload it. download the new version on the first post. Background images are something that I always meant to do.

Okay, will do. Glad to hear about the background images! A grid and the possibility to draw background lines would be welcome too.:)
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#33 Drifter

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Posted 12 March 2011 - 07:26 PM

Just a sample of what I am working on currently: Polygon Demo

Edited by Drifter, 18 March 2011 - 05:45 PM.

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#34 Panithadrum

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Posted 18 March 2011 - 08:11 PM

Just a sample of what I am working on currently: Polygon Demo

Hi Drifter. I made a 2D skeletal animator for my game long time ago... It was so simple (just worked with a human topdown model). I'm redoing the editor, this time is a bit more professional. It's curious that I also thought adding some kind of polygonal animation with textures (for tentacles!).

It's a very good work. I'm watching to your editor searching for ideas and options my own editor lacks.

Edited by Panithadrum, 18 March 2011 - 08:11 PM.

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#35 Drifter

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Posted 28 March 2011 - 04:25 AM

Version 2.1 is now available:

New Features:
  • New polygon image type
  • Polygons can be straight sided or curved using a hermite spline algorithm.
  • Polygons can be texture mapped and support nearly all the same image parameters as sprites.
  • Polygon Complexity can be capped at runtime allowing developers to implement user settings for end users with older machines.
  • New functions for drawing flipped or mirrored.

New Editor Features:
  • Polygon support with Texture Mapper view.
  • Skeletons can now be scaled(with the exception of animations).
  • added tilable background images.
  • Added background grid.

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#36 Ferretman

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Posted 26 April 2011 - 10:16 PM

This is an amazing program, Drifter. I'm surprised that it's getting so little attention.

I do have an issue when I use this, however. For some reason, the bounding boxes for the sprites always use the full image, even when I indicate it manually several times, causing improperly-sized hitboxes when I use the Physics_Create or Physics_CreateRagdoll routines. Is Windows 7 the issue?
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#37 Fruckert

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Posted 10 May 2011 - 10:46 AM

I'm getting a "List Index Out of Bounds" error when I try to use this in 8.1.
Haven't tried using the DLL yet.
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#38 Drifter

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Posted 13 July 2011 - 11:32 AM

I'm getting a "List Index Out of Bounds" error when I try to use this in 8.1.
Haven't tried using the DLL yet.


Updating Gamemaker will fix this problem.
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#39 Rohin

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Posted 14 August 2011 - 01:26 AM

This editor is really impressive, thanks a lot for making it!

I think this editor could also be useful for non-game maker projects, but that would require exporting the data into a nice readable format like XML.

Would you consider releasing the source code for the editor under the GPL license?
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#40 Drifter

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Posted 22 October 2011 - 03:19 AM

Version 2.2 is now available:

Version 2.2 Features:
  • Inverse Kinematics(IK) are now supported
  • IK Chains can cover multiple bones with few limitations.
  • IK Chains can blend between IK Determined positions and animation determined position.
  • This blending can be animated.
  • Source code for this extension is now available under the BSD license.
  • New functions for extracting sprite resources directly into memory(C/C++ only)

New Editor Features:
  • Support for Inversve Kinematics.
  • IK testing mode added

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