2D Blender animation tests

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frpnit
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2D Blender animation tests

Post by frpnit » Fri Mar 29, 2013 6:41 pm

Hi all,

I was messing around with Blender 3D for 2D animations. It's not that difficult at all, but consumed a good time of mine, since i had to plan the cutouts, and learn about rigging, uv maps, weight painting... Anyway, i think it might be a good solution for spritesheets, or maybe for a realtime 2d skeletal animation (blender can export the whole thing as a .fbx file, dunno if it's possible to parse it back using Löve).

First test - Bending an arm using two bones and an armature deform:


Second test - A traditional walking cycle, using some old sketch i had here:


Hope you like it :)
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SiENcE
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Re: 2D Blender animation tests

Post by SiENcE » Sat Mar 30, 2013 6:21 pm

Interesting. I'm thinking of Spine support for Löve.

Currently supported engines:
https://github.com/EsotericSoftware/spine-runtimes

But i don't know what .fbx are.

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frpnit
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Re: 2D Blender animation tests

Post by frpnit » Sat Mar 30, 2013 10:28 pm

SiENcE wrote:Interesting. I'm thinking of Spine support for Löve.

Currently supported engines:
https://github.com/EsotericSoftware/spine-runtimes

But i don't know what .fbx are.
Roughly speaking, it's a format that stores data from 3D model, like positions, rotations, rig (bones), textures used, as well as keyframes if there is some animation. My tests uses a png spritesheet as UV Map, dunno how could be possible to import this stuff into love (and if it's possible at all).
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Re: 2D Blender animation tests

Post by SiENcE » Sun Apr 07, 2013 9:18 pm

Maybe a bit to complicated for 2d and love.

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Re: 2D Blender animation tests

Post by twobit » Thu Jul 04, 2013 11:43 am

I am just starting to learn blender with the intent to use character animations in 2D-games. FBX import appears to be quite feasible and I am rather happy with the results so far. Mesh deformation and texture mapping might also be possible but I haven't tried it yet.
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contains the blend file as well as the FBX file exported from blender 2.63
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spectralcanine
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Re: 2D Blender animation tests

Post by spectralcanine » Thu Jul 04, 2013 8:37 pm

You can always make your own Blender exporter, the Python API isn't too bad.

Can't see the images.

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Re: 2D Blender animation tests

Post by verilog » Fri Jul 05, 2013 12:10 am

This is really interesting, I've been toying with the idea of a 2D skeletal system for real-time animation in löve for a while, I'm highly interested on this, mainly because I'm also using blender.
twobit wrote:I am just starting to learn blender with the intent to use character animations in 2D-games. FBX import appears to be quite feasible and I am rather happy with the results so far. Mesh deformation and texture mapping might also be possible but I haven't tried it yet.
I can't run the love file, there appears to be something faulty in main.lua, line 18. :(

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Re: 2D Blender animation tests

Post by twobit » Fri Jul 05, 2013 12:21 pm

I can't run the love file, there appears to be something faulty in main.lua, line 18.
This should be fixed now.

When importing FBX all skeletal information is discarded. I only care for polygon data and object transformations.

A well-adapted custom blender exporter would be ideal! Has anybody of you experience with this?
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spectralcanine
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Re: 2D Blender animation tests

Post by spectralcanine » Fri Jul 05, 2013 3:18 pm

twobit wrote:A well-adapted custom blender exporter would be ideal! Has anybody of you experience with this?
It isn't hard to write an exporter, but I want to see you make a format that is "well-adapted". Every game has its own needs.

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Re: 2D Blender animation tests

Post by clofresh » Fri Jul 05, 2013 3:34 pm

Ah cool, I should have searched before post my topic about spine vs blender. As for a data format for a custom blender exporter, maybe we could conform to Spine's json data format. Then we'd have a good ol' fashion data standard that other animation software could follow and we can just use the same library to load.
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