Basically you equip the dragonbone necklace during the death animation for the. The arm does position in front of the player, but when the run is happening that arm is still moving, and I would not want it to move.ġ) Can I add a torch w/animation as a bone inside of dragon bones, and just toggle it's visibility in game? If so, how can I work with these animations together in dragon bones and in the game? Or would the torch be a separate dragon bones project, and I would attach the 2 armatures somehow in the game? And then I would still have the problem of positioning the arm where I want.Ģ) If I added the torch in the game as an offset of the armature display object, how can I rotate the arm to in front of the player, like he is actually holding the torch, and keep it there when playing the run animation. The slot attached to the armature, controls the display status and properties of the display object.A bone can contain multiple slots. Bonecrusher/Dragonbone necklace is my new favorite in slot for those long. I also attempted to do a fadeIn with an animation hold_item (place the arm where I want) and run. I tested with separate animations to get the arm where I want, like idle, idle_holdtorch, run, run_holdtorch, but this seems like it could be handled better, and it seems like it could be a headache in the future if i want to do other things (but this approach did work). My torch is an animated spritesheet atm that I load in the game. During this game animation course, you will design a simple night character in escape, but feel free to design your very own character. Then, in the game, I wanted to add a torch to the character, which is where I am struggling, because I don't know what a good approach is. since I did it a while ago but I did dragon bones on the player owned guilded alter. The animation config is used to describe all the information needed to play an animation state.The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. Pay-to-play Prayer training View source Others like you also viewed. The Dragonbones armatures can then be moved, scaled, have their properties changed through the Move Picture, Rotate Picture, Tint Picture, Erase Picture event commands. So, I have my animation which is basically a stick figure at this point, with a idle and run animation. Inheritance dragonBones.AnimationConfig dragonBones.BaseObject. This plugin enables the ability to attach Dragonbones armatures to evented picture commands and play animations with them. Hello, I am hoping someone can tell me the correct approach for an issue I am having with multiple animations.
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