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Sk2d: 2d Skeletal Animation System


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#1 Drifter

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Posted 29 January 2010 - 01:11 AM

SK2D Is a 2D skeletal animation system built for use with Game Maker. It is based on 3D Skeletal Animation Systems.

3D Skeletal Animation Systems uses special controllers called bones to position vertices in a 3D mesh called a skin. These bones exists in a hierarchy where each bones transformation is determined by the transformation of all it's parent. bones. For example, in a model of a person, moving the arm also moves the hand and the fingers(just like in real life).

A game using SK2D will typically uses SK2D to to position sprites or other instances at the location of bones.

Version 2.2 Downloads:

Editor Version 2.3 Setup File 1.2 MB

Extension 778.93 KB

Source Code 17.6 MB

Examples 12.9 MB

Demos 30.2 MB

Documentation(Unfinished) 43 KB



Features:
  • Ability to manipulate bones directly
  • Framerate independent keyframed animations.
  • Multiple animations per skeleton.
  • The ability to play multiple animations overlapping each other.
  • A mechanism for synchronizing animations with game code.
  • A functional editor is included.
  • Example files are included.

Advantages over Sprite Animation:
  • No need to define every single frame.
  • Interpolation means smoother animations.
  • Less memory & disk space used.
  • Ability to position multiple objects together with ease(For example placing a gun in the hand of your hero).
  • Ability to position particle effects visually
  • Ability to animation separate parts of an entity independently.

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


Spoiler

Spoiler

Spoiler


Permissions:

I give permission to use this extension or free or commercial games. No credit is required.

I give permission to use the code found within the examples as a base for creating other games. But I do not however, give permission to use any of the art assets(including sk2d files). Manly because most of them use my actual face. It would creepy if someone made a game with them :(.

Edited by Drifter, 22 October 2011 - 03:18 AM.

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#2 blue_chu_jelly

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Posted 29 January 2010 - 12:49 PM

It'd be good, if it worked with GM8. It doesn't like sprite_replace_alpha.
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#3 Blue Leader

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Posted 29 January 2010 - 11:02 PM

This sounds quite handy indeed. Very nice.
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#4 Drifter

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Posted 10 February 2010 - 02:38 PM

It'd be good, if it worked with GM8. It doesn't like sprite_replace_alpha.


I don't have gm8 so. If you comment out the script Load_Alpha most of the examples will work just as well (with the exception of the game) . It just for graphic niceness and is not relevant to the extension.
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SK2D: Skeletal Animation System


#5 Drifter

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Posted 31 March 2010 - 07:12 PM

Version 1.1 is now available:
  • Support for Game Maker 6.1 and earlier(Just import the scripts from SK2D.gml and define the constants listed in the SK2D_Readme script)
  • Now you can save multiple named user variables per bone.
  • New functions to translate coordinates into different coordinate spaces.
  • Fixed animator behaviour when moving child bones(i hope)
  • Add ability to copy animations.
  • Included the ListEvent tool which list all events in a sk2d file.
  • New file version (Files saved with the new editor will not work with the older version of this extension).
  • Various other fixes.

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SK2D: Skeletal Animation System


#6 DJ Gman

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Posted 31 March 2010 - 07:26 PM

You've just saved me a buttload of work with translating it to gm6 thx bunches!!!!
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#7 Darth

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Posted 03 April 2010 - 11:55 AM

This is exactly what I was in the middle of making for my own game. Thanks a lot for releasing it!
Unfortunately, the extension package does not seem to work with game maker 8 ("An error occured installing the extension package").
Will you be releasing a version compatible with GM8? Or is there another way to use this extension with GM8?

Also, your documentation looks great!
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#8 Drifter

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Posted 05 April 2010 - 01:56 PM

Also, your documentation looks great!

Thanks.

This is exactly what I was in the middle of making for my own game. Thanks a lot for releasing it!
Unfortunately, the extension package does not seem to work with game maker 8 ("An error occured installing the extension package").
Will you be releasing a version compatible with GM8? Or is there another way to use this extension with GM8?


I am going to have to check that. In the mean time you can load the old school gm6 way. Just import the scripts from sk2d.gml and define these constants:
DLL_VALIDATE_ARGUMENTS = 1 || 0 (set this to 1 the check the arguments types in dll scripts)
SK_NULL = -1

Also try re-downloading the file. it may have gotten corrupted somehow.

Edited by Drifter, 06 April 2010 - 07:25 PM.

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SK2D: Skeletal Animation System


#9 Drifter

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Posted 06 April 2010 - 07:24 PM

This is exactly what I was in the middle of making for my own game. Thanks a lot for releasing it!
Unfortunately, the extension package does not seem to work with game maker 8 ("An error occured installing the extension package").
Will you be releasing a version compatible with GM8? Or is there another way to use this extension with GM8?

Also, your documentation looks great!


I just tested this in gm8. It loaded fine for me.
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SK2D: Skeletal Animation System


#10 Darth

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Posted 11 April 2010 - 11:40 AM

This is exactly what I was in the middle of making for my own game. Thanks a lot for releasing it!
Unfortunately, the extension package does not seem to work with game maker 8 ("An error occured installing the extension package").
Will you be releasing a version compatible with GM8? Or is there another way to use this extension with GM8?

Also, your documentation looks great!


I just tested this in gm8. It loaded fine for me.


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.

Edited by Darth, 11 April 2010 - 01:26 PM.

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#11 Drifter

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Posted 17 April 2010 - 05:46 PM

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?


SK2D is written completely in C++, there is no GML(although that may change in the future).

I am glad that you got it installed. Do know why Win7 would single out my extension.
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#12 Maxinston

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Posted 18 April 2010 - 10:08 AM

Awesome, Thx.
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#13 HeadInjuryGames

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Posted 10 June 2010 - 11:50 PM

And to think I was about to make one of these myself with only intermediate knowledge of GML. You, my friend, are thanked very much. You are going straight to the credits for my new 2D Sidescroller Shooter engine.
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#14 BOXCOMEAUX

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Posted 21 June 2010 - 06:07 PM

HOW DO U PUT IT ON GAME MAKER 7? :(
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#15 Drifter

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Posted 22 June 2010 - 05:23 AM

HOW DO U PUT IT ON GAME MAKER 7? :(

The gex file is in the zip file, to install the extension follow the directions in this topic.
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#16 BOXCOMEAUX

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Posted 22 June 2010 - 02:10 PM


HOW DO U PUT IT ON GAME MAKER 7? :(

The gex file is in the zip file, to install the extension follow the directions in this topic.


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#17 BOXCOMEAUX

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Posted 22 June 2010 - 02:13 PM

yeah,iv'e done that. i just cant find out how to use it in game maker.i dont know how to load my skeleton. :unsure:
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#18 Drifter

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Posted 27 June 2010 - 06:04 PM

yeah,iv'e done that. i just cant find out how to use it in game maker.i dont know how to load my skeleton. :unsure:

There is an example in the help file that will step through how to load and use skeletons. If you are looking for Drag & drop actions, there aren't any.
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#19 Drifter

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Posted 18 August 2010 - 08:35 PM

I am just writing this to update you on the next large update that is in the works. This update will feature the ability to embed graphic elements into the skeleton, and a completely rewritten editor.

***Please note that this update is not currently released so don't be scouring this page looking for a download link. Also, all features listed here are tentative except those that are marked done.***


SK2D Version 2.0:

New Features:
  • New graphics API for adding depth-sorted sprites to skeleton(done).
  • Sprites can be animated and support color-blending,scaling,and alpha transparency(done).
  • Ability to embed sprite resources & info within sk2d files(done).
  • More robust error functions. with the option to save to log file and display on screen(done).
  • High level API Layer that automates loading sprite resource, rendering skeletons and other common tasks(done).
  • Drag & Drop actions based on the high level API layer(todo).
  • Better support for integration with physics engines(done).

Changes:
  • Shortened the names of the coordinate functions(a script file will be provided for ease of conversion).
  • Error messages are now displayed when an error occurs. this can be turned off.
  • Animations timing mechanism changed to prevent pesky rounding issues when editing.
  • New binary file format.
  • Removed or disabled unneeded functions that were used only for the old editor.

Editor Features:
  • Completely rewritten in C++.
  • The Main window can now be resized.(done)
  • Supports reading and writing both SK2D 2.0 and SK2D 1.1 files.(done)
  • The contents of a file are now displayed in a hierarchal tree view.(done)
  • Unlimited Undo/Redo actions.(done)
  • A real toolbar & menu.(done)
  • Transforming bones will now transform the bones children as well like in most animation packages.(done)
  • You can now change the parent of a bone or sprite using drag & drop in the Skeleton Explorer.(done)
  • Multiple settings profiles for people with more than one project on the go.(done)
  • Animations and bone can now be renamed.(done)

Editor Screenshots:
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Edited by Drifter, 04 September 2010 - 07:09 PM.

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#20 CyrusRoberto

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Posted 19 August 2010 - 11:37 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

Edited by coolgeorge423, 20 August 2010 - 06:51 PM.

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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/...ns_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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#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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SK2D: Skeletal Animation System


#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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