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Sk2d: 2d Skeletal Animation System


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#41 NoirSuccubus

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Posted 23 October 2011 - 01:07 AM

Great system, Drifter. I'm loving it. I'll grab 2.2 real soon, as soon as I get around to working with GM again. Keep up the good work, man!
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#42 mrpeanut188

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Posted 01 January 2012 - 06:50 AM

Great system, Drifter. I'm loving it. I'll grab 2.2 real soon, as soon as I get around to working with GM again. Keep up the good work, man!

Hmmmm.... I can't seem to get the animation working. Could you post a tutorial on how to make animations in the editor?
I can't seem to figure out how to save a keyframe.
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#43 hamlatzis

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Posted 11 January 2012 - 02:19 PM

Excellent work, thank you.

I have one question, I have created my sprite with the bones and added IK points and tested inside the editor the IK solver. Some of the demo when run the popup a help screen giving information on how some things can be done. I'm looking the Direct Bone Control demo and the IKTest & IKWalker demo but none of them have a helping screen.

I want to move the hand of my sprite just like in the Direct Bone Control demo but take into consideration the IK points like in the IKTest & IKWalker demo where can I find some sample?

Any help?
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#44 Banholio

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Posted 19 January 2012 - 02:20 PM

Great extension. But the documentation should be updated. The good thing is that the demos cover some of those holes.

Yesterday I had a really difficult time trying to mirror the Skeleton, but finally nailed it.

Thanks for the great work, more to the people like me that suck at pixel art hehehehe

Cheers

(I actually created my account just to give you my thanks :P)


Ahhh... I almost forgot, is there a way to get a global collision mask for the skeleton? the solution that I used, was to create a colition mask that was close to the Skeleton figure, but it will not be enough later.

Edited by Banholio, 19 January 2012 - 02:24 PM.

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#45 hamlatzis

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Posted 19 January 2012 - 02:23 PM

Still waiting for help on IK. Anyone?
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#46 Drifter

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Posted 20 January 2012 - 11:36 PM

Excellent work, thank you.

I have one question, I have created my sprite with the bones and added IK points and tested inside the editor the IK solver. Some of the demo when run the popup a help screen giving information on how some things can be done. I'm looking the Direct Bone Control demo and the IKTest & IKWalker demo but none of them have a helping screen.

I want to move the hand of my sprite just like in the Direct Bone Control demo but take into consideration the IK points like in the IKTest & IKWalker demo where can I find some sample?

Any help?


I am sorry I will need a little more info on exactly you are trying to do. It seams that you are trying to call sk_anim_[x/y/angle]_set on a bone with a IK chain. This is not possible. Bones using IK Solvers use two coordinate systems. One is the standard coordinate system the other is the coordinates generated by the IK Solver. The final coordinate system is generated
by interpolating between the two using the IK blend factor. The IK system is programmed in this way to allow the use of animation and IK together like with IK Walker.

It should also be noted that for IK to work properly you should be calling sk_ainimations_advance regularly(this function really should be renamed to sk_skeletion_animate() it does way more than run animations now).

Great extension. But the documentation should be updated. The good thing is that the demos cover some of those holes.

Yesterday I had a really difficult time trying to mirror the Skeleton, but finally nailed it.

Thanks for the great work, more to the people like me that suck at pixel art hehehehe

Cheers

(I actually created my account just to give you my thanks :P)


Documentation was never my forte. Writing takes me a long time due to a disability I have. With all the projects that I am working on it is a wonder that I wrote as much as i did.

Ahhh... I almost forgot, is there a way to get a global collision mask for the skeleton? the solution that I used, was to create a colition mask that was close to the Skeleton figure, but it will not be enough later.


Unless Yoyogames adds the ability to use multiple sprites as a collision mask that will never be possible out of the box. What you can do is use multiple objects together as on huge super-object. That is how i did it in USS(one of the banners below). Takes a little bit of coding though.
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#47 SG_9x

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Posted 22 January 2012 - 04:20 AM

Umm, hello Drifter.
First of all I'd like to thank you for creating such great extension as Sk2d - It's so much easier now to create my characters. But I also have one major question - it the future will it be possible to change sprites of a arm for example, while you in "Animation Mode"? Like having a different poses for arm and then change them while animating stuff..
It's pretty hard to explain due my poor English knowlege, but I hope you get the point.. =)
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#48 Research

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Posted 27 January 2012 - 02:03 AM

This's a big great extension because allows animations such as the Vanillaware Studio (Odin Sphere and Muramasa the Demon Blade).
For me, Vanillaware always shows the potential of this technique every game that launches.

I re-downloaded the SK2D_Full.zip file (Extension + Examples) and I received the same error when attempting to install the .gex file.
Also, I have confirmed that I can install other .gex files, it seems that there is something with this one in particular.
When I come around to using SK2D in my game, I can suffice with using the workaround so it doesn't matter too much.

Also, I notice that you are using a dll. Did you create it yourself (is it merely to speed up the calculations)? Or are you using another library?

Edit
Also, I downloaded SK2D_Lite.zip and I received the same error

Edit 2
Thanks to blue_chu_jelly I found out the cause of the problem. I'm using Windows 7 and to install this package in particular I need to run Game Maker with administrative privilages.
I've installed the extension now.

That was a problem for me too.
I think it is advisable to put the solution to this problem in the first post.

Edited by Research, 27 January 2012 - 02:20 AM.

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#49 mrpeanut188

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Posted 27 January 2012 - 04:49 AM

Documentation was never my forte. Writing takes me a long time due to a disability I have. With all the projects that I am working on it is a wonder that I wrote as much as i did.

Wow. Sincere. I can write pages after page, and still can't make a .CHM file with Sandbox.


[Edit]
Found how to work it. Strange, I always CREATED a keyframe before I animated. Seems to be the opposite. I am thinking reverse. :tongue:

Edited by mrpeanut188, 27 January 2012 - 04:59 AM.

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#50 Monstr Gaming

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Posted 19 February 2012 - 05:04 PM

Soz if this has been answered (I don't read through the topic) but how would you flip the skeleton.

As if you entered image_xscale = -1 normally.
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#51 Monstr Gaming

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Posted 25 February 2012 - 05:59 AM

Soz if this has been answered (I don't read through the topic) but how would you flip the skeleton.

As if you entered image_xscale = -1 normally.

anyone? :(
*bump*
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#52 superx140

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Posted 03 April 2012 - 07:07 PM

Hi Drifter!

I've just found your program and I really think that it has a lot of potential. I think YOYO Games should buy it from you and integrate it with GameMaker Studio.
I haven't used your software that much yet - but by looking at the eksamples and the description it seems to be a time saver allowing you to create your animations visually instead of coding it. :)

When Gamemaker Studio comes out I'll only be focusing on making games for ios (and probably Android) - and i think a lot of serious gamemakers will do the same. Are you still developing on this program and are you planning on making an extension for Studio that will work on ios? (and is it even possible?) I really hope you do so.

For some time i've been looking for an extension letting you use vector graphichs, and your program let you do so with the polygon tool. I really think it would be usefull for ios games, where you don't have an unlimitted amount of VRam. As far as I know (corret me if I am wrong) polygons (shapes) takes up much lesser RAM than bitmaps, so it would really help you to make games with "big visuals" without using up all VRAM. It will also be great because it is independent on screen resolution making it look sharp even on the new iPad retina display even though it was made for the old resolution.

So my question is: Are you going to release a new version for GMS when it comes out? I really think it'll help a lot of people to make some greater mobile games :)



Btw. If you are going to make a new version, I also have some other suggestions:
- You should focus more on the polygon tool letting people create big levels using vector graphics - I'll need you to be able to move around whole polygons (not only a corner at a time) and group them (maybe this is already possible? I just couldn't find out), and you should be able to hide layers.
- It would also be nice if you make it possible to design those vector levels with the use of paralax scrolling inside sk2d. - right now it's possible to change the depth, so this would be a perfect addon.
- it would also be nice if you where able to save a picture of your level or object from sk2d, that you could use as a placeholder in GM when making rooms.
- If you make a GMS version it would be nice with some integration with box 2d. sk2d should give you the coordinates for the mask of your vector paintings and use them as Box2d masks.



I know my post is long and has a lot of suggestions, but I just really think that sk2d is the greatest piece of software I've seen for Game Maker ;) I hope my post was usefull.
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#53 Bisse

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Posted 08 July 2012 - 11:12 AM

I have been trying to get this extension to work in GM:Studio - has anyone had any success with this?

It seems like nothing is happening when I make calls to the DLL. All functions seem to constantly return 0 - it seems like the connection to the DLL is completely lost.
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#54 falconfetus8

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Posted 27 July 2012 - 02:23 AM

Hi, I really love this editor so far! Unfortunately, I can't seem to figure out the animation; I don't understand how to make a keyframe. I'm pressing the "create keyframe" button and then rotating a bone, but when I rewind it to see if it worked, it just snaps back to where it was originally and undoes what I just did. Clearly I need some sort of tutorial...or even just a video of someone else doing it. Could somebody please help me?
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#55 Drifter

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Posted 28 July 2012 - 03:06 PM

Umm, hello Drifter.
First of all I'd like to thank you for creating such great extension as Sk2d - It's so much easier now to create my characters. But I also have one major question - it the future will it be possible to change sprites of a arm for example, while you in "Animation Mode"? Like having a different poses for arm and then change them while animating stuff..
It's pretty hard to explain due my poor English knowlege, but I hope you get the point.. =)


In the next update you will be able the animate all sprite & polygon image attributes with the exception of the sprite resource itself.

Soz if this has been answered (I don't read through the topic) but how would you flip the skeleton.

As if you entered image_xscale = -1 normally.

do you mean in the editor or in the game?
you can render the image flip or mirrored in game using the function skx_draw_images_transformed(sk,mirrored,flipped). just set mirrored to true(flipped draws the image upside down).

In the Editor there is a scale skeleton function in the edit menu.

I have been trying to get this extension to work in GM:Studio - has anyone had any success with this?

It seems like nothing is happening when I make calls to the DLL. All functions seem to constantly return 0 - it seems like the connection to the DLL is completely lost.

I don't have GM:Studio yet, so I can't help. I doubt that it will support extensions with dll's, since none of the target platforms probably don't support that executable format. Even if GM:Studio supports loading binary modules I would have to create a a version for that system.

Hi, I really love this editor so far! Unfortunately, I can't seem to figure out the animation; I don't understand how to make a keyframe. I'm pressing the "create keyframe" button and then rotating a bone, but when I rewind it to see if it worked, it just snaps back to where it was originally and undoes what I just did. Clearly I need some sort of tutorial...or even just a video of someone else doing it. Could somebody please help me?


Rotate first then set the keyframe. The next version will have an auto-keyframe feature. I am kicking myself for not having thought of that feature before now.
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#56 falconfetus8

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Posted 28 July 2012 - 03:41 PM

Rotate first then set the keyframe. The next version will have an auto-keyframe feature. I am kicking myself for not having thought of that feature before now.


Thank you very much! However, I would recommend that you put that advice inside the program so that people don't have to come to this thread to find out :)

Now, I have another issue. When I use the skx_draw_images() function, it returns the following error:

ERROR in
action number 1
of Draw Event
for object oPlayerAnimation:

Trying to draw non-existing sprite.

Here is the information for my object:
Create event:
skeleton = sk_skeleton_load("skeletons/player.sk2d",1);

if(skeleton = SK_NULL){
    show_error("No File",1);
    exit;
    }

sk_animation_loop_ext(skeleton,"run",0,1);

step event:
sk_animations_advance(skeleton);

end step:
sk_skeleton_set_position(skeleton,x,y,image_angle);

draw event:
skx_draw_images(skeleton);

As you can see, I've followed the example in the help file exactly, yet I still get an error. I've looked at your example .gmk files, and they run pefectly, so the problem must be on my end. Am I missing anything important?
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#57 Drifter

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Posted 28 July 2012 - 05:26 PM

use skx_skeleton_load instead. sk_skeleton_load loads the skeleton but not the sprites(sk_skeleton_load is only for backwards compatibility).
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#58 falconfetus8

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Posted 28 July 2012 - 06:14 PM

use skx_skeleton_load instead. sk_skeleton_load loads the skeleton but not the sprites(sk_skeleton_load is only for backwards compatibility).


Thank you very much for the help, but now I'm getting a different error. "External exception E06D7363".

I did some quick sleuthing using the show_message() trick, and I can confirm that it is the "skx_skeleton_load()" function that is causing the error. It can't be my .sk2D file that's the problem, because when I replaced my .sk2D file with your Blob2.sk2d, I got the same error. I tried moving the SK2D.dll file to my game's folder(I'm somewhat new to Game Maker's .dll system, so I'm not sure if they have to be in any specific folder), and I still got the same error, so that can't be the problem either.

Unfortunately, that's all that I can deduce about the problem for now. Once again, thank you for your help.
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#59 Drifter

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Posted 28 July 2012 - 06:38 PM


use skx_skeleton_load instead. sk_skeleton_load loads the skeleton but not the sprites(sk_skeleton_load is only for backwards compatibility).


Thank you very much for the help, but now I'm getting a different error. "External exception E06D7363".

I did some quick sleuthing using the show_message() trick, and I can confirm that it is the "skx_skeleton_load()" function that is causing the error. It can't be my .sk2D file that's the problem, because when I replaced my .sk2D file with your Blob2.sk2d, I got the same error. I tried moving the SK2D.dll file to my game's folder(I'm somewhat new to Game Maker's .dll system, so I'm not sure if they have to be in any specific folder), and I still got the same error, so that can't be the problem either.

Unfortunately, that's all that I can deduce about the problem for now. Once again, thank you for your help.


Where did you get this dll file? there is no dll file in the main sk2d zip file. it's not need, the gex file has the dll inside it.
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#60 falconfetus8

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Posted 28 July 2012 - 06:57 PM

Where did you get this dll file? there is no dll file in the main sk2d zip file. it's not need, the gex file has the dll inside it.


It was in the install folder for the editor. Looking back, I now realize it was pretty silly of my to think that the .dll would do anything, as the editor and the extension are two separate things entirely. My bad.

All confusion aside, do you know what could be causing the error? Does the error code look familiar to you at all?
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