How do I use Spriter with a mix of animation and events

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  • I'm trying to mix an animation with events. Is just a leg animated... i would like that when the foot hits the ground it sticks on it and the animation adapts to it. Like an IK thing.. i'm using the line trace plugin too, to detect when the foot is near the ground.

    I found two actions of spriter's plugin that seems like could work for me: "override bones with IK" and "override object animation", but i couldn't make it work...

    Do you guys have any idea how to 'blend' Spriter animations with events do create a more 'organic' animation?

    Maybe lucid can help here!

  • Bump? :\</p>

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  • Maybe this thread will help?

  • I guess you mean like this?

    https://youtu.be/45na21YFTwg?t=369

  • I guess you mean like this?

    https://youtu.be/45na21YFTwg?t=369

    Not at all <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    I don't want to blend animations, I want to blend animation with events. Like.. imagine a person walking on a rough terrain. The "animation" still always the same, but the feet and, of course, the entire legs are always adapting to where the person is steping.

    Probably have something to do with IK, but the animations must be influenced by code.. I don't know if Spriter have support for this.

  • Bumpy!

  • So.. someone?

    I will make my question more simple.. how can I work with IK in c2? feet that adapt to the ground, etc..

    It can be done with Spriter? I'm really curious..

    lucid

  • This is just me guessing do you want something like if say the world was a cirlce and that our feet should plant itself on the ground no matter what angle viewing.

    then wasnt there like an orb gravity plugin ?

  • This is just me guessing do you want something like if say the world was a cirlce and that our feet should plant itself on the ground no matter what angle viewing.

    then wasnt there like an orb gravity plugin ?

    Many games today have exactly the system I want.. like Uncharted, Assassin's Creed, etc.. but the major are 3D. A foot is never floating, is always on the ground and the animations (walking, running, etc) adapts to the ground.. the legs, even with the animation, adapts to make the movements more realistic.

    Here a video that is exactly what I want, but in 3D:

    Subscribe to Construct videos now

    Look how at the beggining the character with IK walk adapting to the surfaces.

  • well as far as i can see its more or less just knowing terrain height and using some crazy math to know its angle and what "bone* it need to move. I dont see construct having that ability since it isnt a 3d maker. Maybe some math wiz can do something. But its look like its using alot of variable from the unity own source of variable. Which i dont see happening since we do not have a custom terrain build and its own variable to call from. But there is contruct 2 3d plug-in you might want to talk to the creator of that one see if he is working on something like that.

  • I apologize for the extremely late reply. The plugin has an Action under 'Override Animation' called 'Override Bones With IK', this does simple 2 bone IK to the target you specify. It would be up to you to tell it where to IK to.

  • I apologize for the extremely late reply. The plugin has an Action under 'Override Animation' called 'Override Bones With IK', this does simple 2 bone IK to the target you specify. It would be up to you to tell it where to IK to.

    Hello, thanks for the reply!

    I tried the override bones with IK a few times before and one more time now, but without luck :I've been searching for tutorials too, but couldn't find any..

    Can you, please, show me how to achieve this?

    I think it would be awesome to have a tutorial in your site or youtube channel on this subject too!

  • We will add this to the tutorial at some point but chances are the issue was just needing to know these actions are meant to be used every tick using the object names from Spriter. Try Every Tick - Override "yourBoneOrSpriteName" (the hame within Spriter) scale to 2. See if it works.

  • We will add this to the tutorial at some point but chances are the issue was just needing to know these actions are meant to be used every tick using the object names from Spriter. Try Every Tick - Override "yourBoneOrSpriteName" (the hame within Spriter) scale to 2. See if it works.

    Sorry, I really couldn't make it work <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    I made a .capx with this last test.. tried to make the 'foot' go towards the mouse keeping the animation at the same time. Not works.. <img src="{SMILIES_PATH}/icon_neutral.gif" alt=":|" title="Neutral">

    https://1drv.ms/u/s!Ai2wcz1Xix0ygbsJxah2BA_gyRF7xA

  • Zathan

    Use the bone names, instead of the sprite names. The names can be seen if you click the hierarchy tab, or expand the timeline view in Spriter. in this case, in C2 change the name of the parent and child to "bone_000" and "bone_001", respectively.

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