Reading your question I immediately thought back fondly to playing
'Flashback' and 'Another World'.

If you're too young or otherwise were deprived of the experience:
http://www.anotherworld.fr/anotherworld_uk/

If you don't want to go for vector based originals, you might try
something like drawing your figures onto standard cut-outs of known
dimensions, then mapping them onto a 2-d mesh - kind of like the old
Quake models where your skin file is a bitmap that looks like someone
had a very, very bad accident.  Deform the mesh, deform the character
image.  Actually this sounds like an interesting idea...(must not
distract myself!)

It occurs to me that an animation system could be made similar to the
games I mentioned, and might be well suited to pyglet.  One thing I've
found very nice about making games with pyglet is that its dead simple
to write a toolset for creating assets.  You could make an app to let
you do your animations, and then use them with your game.

-price

On Aug 31, 12:45 am, "Kao Cardoso Felix" <[EMAIL PROTECTED]> wrote:
> On Fri, Aug 29, 2008 at 7:01 PM, Luke Miller <[EMAIL PROTECTED]> wrote:
> > Unfortunately I'd
> > have no idea where to begin. Anyone got any ideas on how to do some
> > image deformation? I know that's a fairly general question! haha
>
> Well, since you asked for ideas rather generally I will try to help :)
>
> From my understanding, you need vector drawings to do skeleton based
> animation on 2D, otherwise you wouldn't manage to get a way to control
> specific parts of your image like an arm of a character. Maybe - I'm
> guessing here, 'cause I never used it - you could use the svg lib
> Squirtle that was mentioned in this list before for loading vector
> drawings. If possible to get the vertices (I don't know if it's
> apropriate to call it like this) of the vector drawing you want to
> animate and associate a group of them with a 2D bone with position and
> orientation I think it would be possible to do what you want. Ideally
> you would load bone and animation information from your animation
> package and load inside your game.
>
> For pixel based images it would be rather difficult to do, unless you
> divided your characters in separated images for each part of the body
> you would like to move independently.
>
> --
> Kao Cardoso Félix
>
> Página pessoal:http://www.inf.ufrgs.br/~kcfelix
> Blog:http://kaofelix.blogspot.com
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