ndee85 / coa_tools

COA Tools is a 2D Animation Suite for blender. It offers a 2D cutout animation workflow similar to programs like spine or spriter.
GNU General Public License v3.0
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IDEA #3

Open alabd14313 opened 8 years ago

alabd14313 commented 8 years ago

I know you said no feature request for now! But I only put here some ideas. More or less can be implemented in blender to complete your addon. Procedural motors, bone deformation, ghost and smooth transition: http://creature.kestrelmoon.com/more_info_1.html http://www.kestrelmoon.com/creaturedocs/Tutorials_And_Walkthroughs/Quickstart.html

Ubisoft procedural animation research: https://www.youtube.com/watch?v=V4TQSeUpH3Q https://www.youtube.com/watch?v=F0FVCrSXA1U https://www.youtube.com/watch?v=4DyO_VS_3Gk https://www.youtube.com/watch?v=ifxaDQ7elQE

And this discussion is useful: https://www.youtube.com/watch?v=d7UZj3T33F8 https://www.youtube.com/watch?v=fsZTdspi2uk

Some other proprietary softwares, only for idea, not for use (I'm in FOSS): http://esotericsoftware.com/spine-in-depth#Features https://brashmonkey.com/

Normal map generation ==> I prefer current gimp normal generator! http://spritebump.kestrelmoon.com/ http://www.snakehillgames.com/spritelamp/

As a collection of new ideas, I put @dkwroot and @Herbert123 request and your answer here: https://youtu.be/NLDHZQEuF0g?t=31s http://blenderartists.org/forum/showthread.php?381203-Cutout-Animation-Tool-Blender/page3

Krita animation and scripting: https://krita.org/item/second-animation-beta/ https://community.kde.org/Krita/Scripting

blurymind commented 8 years ago

Procedural animation tools would be amazing to have in blender! Be it for 2d or 3d animation On 9 Mar 2016 12:06, "alabd14313" notifications@github.com wrote:

I know you said no feature request for now! But I only put here some ideas. More or less can be implemented in blender to complete your addon. Procedural motors, bone deformation and ghost: http://creature.kestrelmoon.com/more_info_1.html

http://www.kestrelmoon.com/creaturedocs/Tutorials_And_Walkthroughs/Quickstart.html

Ubisoft procedural animation research: https://www.youtube.com/watch?v=V4TQSeUpH3Q https://www.youtube.com/watch?v=F0FVCrSXA1U https://www.youtube.com/watch?v=4DyO_VS_3Gk https://www.youtube.com/watch?v=ifxaDQ7elQE

And this discussion is useful: https://www.youtube.com/watch?v=d7UZj3T33F8 https://www.youtube.com/watch?v=fsZTdspi2uk

— Reply to this email directly or view it on GitHub https://github.com/ndee85/coa_tools/issues/3.

NathanLovato commented 8 years ago

What do you mean by bone deformation? Meshing and skinning are already available. And on top of the add-on, you have access to all of Blender's tools to fine tune your rig and all.

Motors look cool, but at least for concrete game animation, they're not really useful. You have to find specific use cases and to make tests with Blender's tools to ensure that it's worth making an add-on for (in that case, drivers should be the way to go). In my experience, with procedural visuals and animation, the issue is that you have to design it from the ground up every time based on your project's art direction. Thus if you want to build tools to work faster, you often end up building tools that are specific to 1 project. As far as physics are concerned, at least for games, you will want to do it all in the engine, to have it in real time.

All I mean in here is that adding tools to quickly bake physic simulations or to add drivers would take time, and you'll need very concrete cases where it's super useful for a developer to spend hours, days or weeks coding that kind of functionality.

PS: my former associate is an engineer who's really fond of procedural content generation. We got to explore that quite a bit together.

blurymind commented 8 years ago

Skinning is not being saved in the exported json file at all. So while you may have the tools to do it in blender, you can not yet export it to any game engine. This is something that spi e and creature's runtimes do support. Coa tools doesnt support exporting it, so even if someone wanted to write a runtime for an external game engine, they wont be able to get the deformation skinned sprite mesh data out of blender as part of the json file. So what this issue entry is proposing in my view is to start by implementing skinned planes in the json file

NathanLovato commented 8 years ago

The JSON export is designed so that you can get the character and the bones in Godot. Now, you can always export to FBX for Unity and you should be able to work with the collada format for skinned meshes in Godot. Try this out, and if it really doesn't work, you should open a unique issue for that.

blurymind commented 8 years ago

Spine2d and creature also export to json, but supports skinned meshes On 13 Mar 2016 09:08, "NathanLovato" notifications@github.com wrote:

The JSON export is designed so that you can get the character and the bones in Godot. Now, you can always export to FBX for Unity and you should be able to work with the collada format for skinned meshes in Godot. Try this out, and if it really doesn't work, you should open a unique issue for that.

— Reply to this email directly or view it on GitHub https://github.com/ndee85/coa_tools/issues/3#issuecomment-195919214.

NathanLovato commented 8 years ago

Didn't say the contrary, but neither Spine nor Creature export animated 3d objects, contrary to Blender. That's why they need their JSON to contain skinned data.

So while you may have the tools to do it in blender, you can not yet export it to any game engine.

I was answering this in my previous comment. You can export your animated character skinned out of Blender. Now, there's one good reason to have everything supported by the JSON export: support for features like animating color on top of mesh deformation. Anyway, I think we can look up to #6, this is a good suggestion, and could solve multiple problems at once :)

LPsyCongroo commented 7 years ago

I'd like to add an idea - not sure if this can already be implemented, or if it would work once exported to dragonbones (which is crucial for my own workflow) but here's something neat from a Unity plug-in: https://youtu.be/IQ8ZbZoXCcg?t=13m4s

I time stamped it to the feature I was talking about, basically ensuring that the part of the mesh that takes priority can be specified via bone selection.