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
2D Blender animation tests
2D Blender animation tests
FRP
- Graphic Designer
- Hobbyst Programmer
Re: 2D Blender animation tests
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.
Currently supported engines:
https://github.com/EsotericSoftware/spine-runtimes
But i don't know what .fbx are.
Re: 2D Blender animation tests
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).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.
FRP
- Graphic Designer
- Hobbyst Programmer
Re: 2D Blender animation tests
Maybe a bit to complicated for 2d and love.
Re: 2D Blender animation tests
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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- run.love
- contains the blend file as well as the FBX file exported from blender 2.63
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Re: 2D Blender animation tests
You can always make your own Blender exporter, the Python API isn't too bad.
Can't see the images.
Can't see the images.
Re: 2D Blender animation tests
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.
I can't run the love file, there appears to be something faulty in main.lua, line 18.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.
Re: 2D Blender animation tests
This should be fixed now.I can't run the love file, there appears to be something faulty in main.lua, line 18.
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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- run.love
- (132.8 KiB) Downloaded 272 times
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- Citizen
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- Joined: Sat Dec 22, 2012 8:17 am
Re: 2D Blender animation tests
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.twobit wrote:A well-adapted custom blender exporter would be ideal! Has anybody of you experience with this?
Re: 2D Blender animation tests
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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