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Cocos2D complex animations [closed]

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?

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Andres C Avatar asked May 24 '11 06:05

Andres C


2 Answers

How about this tool?

  • Tool - Export timeline animations from Adobe Flash and import as Cocos2d Actions

EDIT:

  • [AnimationKit] Framework to manage animations
  • iOS-Animation-Kit
  • SWFSheet – create sprite sheets from SWFs
  • SWFSheet 1.1 Final
like image 105
Kazuki Sakamoto Avatar answered Oct 11 '22 09:10

Kazuki Sakamoto


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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Andres C Avatar answered Oct 11 '22 08:10

Andres C