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Weights for the 2D Bone System

A topic by JJHaggar created Nov 03, 2021 Views: 283 Replies: 3
Viewing posts 1 to 4
(1 edit) (+2)

Hi! ^^ Here's the annoying "suggestions guy" again! XD

This time I would like to suggest... Possibility of using several bones to manipulate a single image, using weights.

For this, you probably would need creating and adding a mesh to an image so we can add the bones and weights, and deform it with the bones.

The weights could be added manually or automatically (it would be a good idea to let the users edit them later, though). They could be represented by colors, like in the following (Unity) example.



I'll add a pair of examples that you can test freely (there are also some paid options, but these two are good enough).

Anima2D on Unity (free for personal use):

https://forum.unity.com/threads/wip-anima2d-2d-skeletal-animation-system.346691/

https://learn.unity.com/tutorial/rigging-a-sprite-with-the-2d-animation-package

DragonBones (free, open source):

https://docs.egret.com/dragonbones/en/docs/dbPro/advancedFeatures/skinWeights

http://dragonbones.effecthub.com/asdoc/V2/dragonBones/class-list.html

Not sure if PixelOver could somehow make a symbiosis with DragonBones or something like that, but I'll just copy these links here, just in case they :)

https://github.com/DragonBones

https://github.com/DragonBones/gddragonbones (Godot plugin)

I hope you like the idea. The work behind looks a bit daunting, but it would be an amazing feature! :)

(+2)

Hi, sorry responded on discord but forgot to answer here. 

So it's hard long task but will be implemented for sure in the future and thank you again for the request and all the links !

(+1)

No problem at all! Thanks a lot for creating and constantly improving this great software! ^^

(+2)

Finally implemented in 0.12, thank you !