Quote: "spillint an image into 9 sections, "cloning" and "rotating" the "middle" multiple times on a path. The Rotation of the middle-section-sprite would be the same as the angle of the path-tangent."
The path is a series of bones in a sense, but yes, that is most interesting.
Seems this may have been the method for the tail wag,
Sounds like you want to use the tweens for framing in between the key frames.
I hadn't gotten that far, and was just placing bones for each frame, building a new frame off the current frames positions and then slightly modifying that before adding the next frame.
Working in a series in an old school method, with the advantage being the interchangeable part and not trying to shortcut on the animation control.
Once the animation is done, then it can be skinned quickly to generate the animations for the new character(s), but this is completely different.
My tool was to just have the basic animations.. idle, walk, run, jump, slide, climb, swim, attack, defend, throw, etc... ready for any new character done in the parts.
It is just a shortcut for generating traditional PNG sprite sheets for new characters, and not anything for creating animations for cartooning short stories.
I will be adding some of these for my simple little tool, but I feel a new App would be needed to generate customs animations using these techniques for non-stock work.
I will leave that to you for your project, because my project will not be using any shaders, just direct sprite manipulation to create the frames for single animations.
I can still add some simple things like that breathing effect to the idle animation, and some squash/stretch effects for the jump and slide etc. , but I doubt that I get too elaborate to start with.
This would definitely be fun to work on though, and pretty much an endless project, so I will keep my sights set low as to not get wrapped up in it or carried away.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1