Page 1 of 2
2D Blender animation tests
Posted: Fri Mar 29, 2013 6:41 pm
by frpnit
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

Re: 2D Blender animation tests
Posted: Sat Mar 30, 2013 6:21 pm
by SiENcE
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.
Re: 2D Blender animation tests
Posted: Sat Mar 30, 2013 10:28 pm
by frpnit
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).
Re: 2D Blender animation tests
Posted: Sun Apr 07, 2013 9:18 pm
by SiENcE
Maybe a bit to complicated for 2d and love.
Re: 2D Blender animation tests
Posted: Thu Jul 04, 2013 11:43 am
by twobit
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
Posted: Thu Jul 04, 2013 8:37 pm
by spectralcanine
You can always make your own Blender exporter, the Python API isn't too bad.
Can't see the images.
Re: 2D Blender animation tests
Posted: Fri Jul 05, 2013 12:10 am
by verilog
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.

Re: 2D Blender animation tests
Posted: Fri Jul 05, 2013 12:21 pm
by twobit
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?
Re: 2D Blender animation tests
Posted: Fri Jul 05, 2013 3:18 pm
by spectralcanine
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.
Re: 2D Blender animation tests
Posted: Fri Jul 05, 2013 3:34 pm
by clofresh
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.