Closed Ozzadar closed 4 years ago
the beginnings of animation blending and mixing? :)
Yeah. We discovered that setting child armatures in the slots is possible within the DragonBones API -- but not by the DragonBones Pro editor itself.
Doing it this way will allow you to keep all your animations independent of each other. (Good for things like objects, guns, etc); getting around the 4000px X 4000 px
limit on the texture atlas sizes generated in DragonBones Pro.
It looks completely do-able; but there are errors on destroying an object with nested armatures.
I estimate that this will take me at least a few weeks to iron out the kinks and generate enough assets to prove it out to my liking.
It's become the headline feature of 3.2.52
=)
Closing this as the lovely folks over in the Discord helped me understand the native Dragonbones implementation of child armatures; so I was able to get it working, see this PR:
https://github.com/mauville-technologies/godot_dragonbones/pull/17
Wiki for this feature: https://github.com/mauville-technologies/godot_dragonbones/wiki/Feature:-Nested-Dragonbones-Projects
Very likely going to go into a
3.2.52
release (2 releases from now) -- as this has a ripple effect and I want to design it right;this PR proves the concept though
New function signatures:
In this GIF, the hat is a separate
Hat
dragonbones project and nested within ahat
slot on thePlayer
project Define your child animations in editor: