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 > > > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
