I am in the middle of a process of porting my game from Flash to iOS, using Cocos2D. I have a working version now and I am glad I could count with cocos for this. However, i seem to have stumbled upon a small issue. During the development process, I ask my artists to give me the animations set and i just call them as if they were assets.
I have seen examples of animation usage on Cocos, but I have only seen animations created by code. Furthermore, in my game we use animations that are composed of several parts. For example, a character would have his legs as different images than his body, and the animation would then place said images in accordance to the body and arrange them. Seeing Cocos2D's examples i was hopeful about the grossini animation, but then i saw the spritesheet had the whole frame as one image.
I feel like this is a very oldschool way of animating, as artists are supposed to animate a bit better than i can, mixing several images. Plus, adding some 5 lines of code more just so it can display an animation (we have a lot of em), seems to be sub-optimum.
Is there a tool or examples to guide me on implementing this kinds of complex animations? Am I asking for too much out of cocos or are there more developers/artists on this issue?
How about this tool?
EDIT:
I've been behind a Kickstarter project called Spriter (http://www.brashmonkey.com/spriter.htm) and it seems to give artists a decent tool to animate the way I wanted to. Looking good so far!
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