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AppGameKit Classic Chat / Adaptable Spine character [coming soon]

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baxslash
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Posted: 27th Oct 2016 14:41 Edited at: 27th Oct 2016 14:42
I have started a small project to create a Spine skeleton without any images which can be used to manually attach your own character images to. The base skeleton will have as many animations as I can think of eventually and it will mean we can use shaders on characters too (not currently possible in AGK).

Below is a slightly adapted "SpineBoy" example using a sepia shader and showing my Debug data:


The code should be relatively easy to use to set up characters. Let me know if you think it'll be useful to you and when it's ready I'll share (for free of course!)
Using AppGameKit V2 Tier 1

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Wilf
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Posted: 27th Oct 2016 15:02
Very nice. I guess you're manipulating an array of sprites generated from the Spine atlas output, setting position and rotation via their bones? I know we can Set bone scales, its frustrating not to be able to get them, or set a shader as you say.
baxslash
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Posted: 27th Oct 2016 16:07 Edited at: 27th Oct 2016 16:08
More or less, I'm just using bone positioning / rotation data and assigning sprites to bones (not using the atlas). There's a little more to it than that but by not using atlas images you can use any image / sub-image you like. The other main advantage is, of course, the availability of shaders.

You can assign a sprite to a bone by name and then set offsets for angle, x, y, and depth. I'll also be adding the ragdoll option I had in my own sprite animation system so when a character is dead they can be turned into a physics enabled "dead" body.
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Xaby
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Posted: 27th Oct 2016 17:27
could it be possible, to use your work for Spine-Animations in 3D space? Not only as Background sprites or in Front of other 3D objects?
baxslash
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Posted: 27th Oct 2016 21:28
It would be possible to render the spine animations to a render image and use that image as a texture on a 3D object. Also it would be possible to create 3D planes positioned in 3D space based on the 2D Skeleton, yes.

It would be quite interesting to do as an experiment. Not very hard either really.
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CJB
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Posted: 28th Oct 2016 13:27
Will this be making its way into your awesome scene editor?
V2 T1 (Mostly)
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baxslash
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Posted: 28th Oct 2016 17:53 Edited at: 28th Oct 2016 18:00
Quote: "Will this be making its way into your awesome scene editor?"

If I ever finish it yes, why not! I might add a little character editor to make it easier to assign images to bones too. Would be pretty easy to add!

Here's the code (minus ragdolls for now):

Example project attached.

NOTE: The skeleton only has one animation at present but now I have the system working I will add more. If anyone else has spine and wants to add some animations please let me know!
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baxslash
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Posted: 28th Oct 2016 17:59 Edited at: 28th Oct 2016 18:01
Spine file attached for the skeleton. It's pretty basic as you'll see

EDIT: oops file didn't attach!
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linuxluvuback
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Posted: 7th Nov 2016 17:26
Is it possible to add support for opensource dragonbones ?


https://github.com/DragonBones/
baxslash
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Posted: 8th Nov 2016 09:45
Not in this little project. Or do you mean in AppGameKit in general?
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SpecTre
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Posted: 9th Nov 2016 22:10
Very nice work as usual Baxslash the character editor is a good idea and would be a great addition.
The Amiga and Amos were great!
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