I already have a sprite library that loads actions from a "filmstrip"
image file.

For my deformation animation I was thinking a still image of the
character, overlaid with a basic skeleton system, each bone has a
length, angle and width. Any part of the image within the bone's range
would be deformed by the bone's rotation (and maybe scaling). The idea
is to "fake" a basic "idle" motion ... get a static image "swaying"
gently.

I can already do the effect in external animation programs, but a neat
shortcut would be to do it automagically in the engine.

I remember Flashback! ha


2008/9/1 stampson <[EMAIL PROTECTED]>:
>
> 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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