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bWWd — Orko Idle

Published: 2013-11-02 08:46:39 +0000 UTC; Views: 2557; Favourites: 68; Downloads: 0
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Description From en.wikipedia.org/wiki/He-Man_a…
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Comments: 12

ShebaKoby [2017-05-24 08:28:49 +0000 UTC]

bouncy bouncy!

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Mataknight [2015-02-11 20:05:54 +0000 UTC]

Very bouncy and smooth. What program did you use for this?

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NathanLovato [2014-08-25 10:19:36 +0000 UTC]

I'd be curious to see how you make your rigs. At least if it's spriter based? I guess you still animate the cloth in a traditional way, right?

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bWWd In reply to NathanLovato [2014-08-25 19:26:33 +0000 UTC]

I do only a couple of big enemies in spriter and im using deformation, i dont do regular cutouts its too stiff for me.
Clothes are made also using deformation.This orko anim could be done in spriter but i did it in stickman from cutoutpro.
Thats why i brag on spriter forums about deformation, sometimes animations look realy nice when you use it properly. esotericsoftware.com/forum/vie…

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NathanLovato In reply to bWWd [2014-08-26 13:05:00 +0000 UTC]

Yeah it's a nice feature. Actually, I guess few people use it because it's still experimental, and not usable in realtime with sprite engines. I'd rather rig 2d stuff in blender or flash for that as well, because of the flexible graph editor.

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bWWd In reply to NathanLovato [2014-08-26 17:52:46 +0000 UTC]

Blender was first tool i tried for 2d cutouts, it doesnt have tools designed for that kind of workflow, takes a lot of time to create rigs, you have to subdivide a lot of times to get proper deformation, i know deformation isnt available in game engines but things have to change and only way is to push engine devs to add support to it, if animation software doesnt have deformation then it will never happen, if more and more people would start experiment with deformation then it would be supported in more engines, but so far animators say its not available in my engine so im not bothered with it and dont even try to ask for it.Then many flash games looks awful and stiff.Also my secret to create sprites is to give them less frames so it looks more like sprites or old cartoons with 12fps instead of super fluid flash game in 60fps, such high fps is good only when you have 3d like looking characters.Most of the time people associate flash games with free cheap games made by hobbyists and this smooth 60fps look has a lot to do with it.

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NathanLovato In reply to bWWd [2014-08-27 12:24:37 +0000 UTC]

Actually deformation tricks are technically usable in real time, even spriter's: you just need an engine that supports vertex animation. It's just not super common with popular 2d engines.
Anyway, Spine already shows official implementations for deformation. But well about spriter, I'm looking forward to its future development! I hope that Mike and Edgar will be able to go really far with their projects.

Cheers,
Nathan

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bWWd In reply to NathanLovato [2014-08-27 16:08:57 +0000 UTC]

I think with spriter theyre 2 years behind the schedule from what kickstarter said but really would like to have deformations working, there are some regular cutouts programs already, we dont really need another limited clone.There is also almost 1 year since deformation was included in spriter but it wasnt touched since then and its very buggy.All 3d engines could support vertex animations if their animation softwares would, if its built in animation sectioin then its just a matter of asking devs to do it.

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NathanLovato In reply to bWWd [2014-08-28 10:32:49 +0000 UTC]

Yes, spriter's development feels quite slow. I guess the key idea for spriter was to have a flexible and +/- lightweight format for devs to use in game engines. But Spine grew faster on that end. You could use spine by the way, which has a pretty solid deformation feature (although it's more of a per-vertex process).

Pretty much all 3d game frameworks or engines do actually support vertex animation on at least a basic level. It's really what 3d animation is anyway : moving vertices in space. It seems like implementing spine's or spriter's formats isn't too complicated either. For Spine at least, there are generic per-language implementation for a few languages already. If you use any JS framework for example, you can just take the Spine-JS runtime implementation and link it to your framework's rendering features. That's pretty cool!

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Derfs-Domain [2013-11-03 23:03:32 +0000 UTC]

Nice!

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ShebaKoby [2013-11-02 09:50:18 +0000 UTC]

bouncy orko!  Awesome!

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IssamSolo [2013-11-02 08:54:17 +0000 UTC]

run orko run

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