

- DRAGONBONES PRO MERGING ANIMATION FILES SOFTWARE
- DRAGONBONES PRO MERGING ANIMATION FILES SERIES
- DRAGONBONES PRO MERGING ANIMATION FILES FREE
The window above shows the Assets I created for use with the Dragon program. Also note the gun which the Character is equipped with. The Menu here allowed me to load in my individual Limb elements belonging to my Army Character. From here I proceeded to create a new project, and as you can see above I currently have two active projects on the go as I set about testing the program.
DRAGONBONES PRO MERGING ANIMATION FILES SERIES
Additionally the program Dragon also allows you to change the Draw order of individual Assets this allows me greater control over what my eventual Sprite will look like.īelow is a series of images showing my development stages and a basic layout and my understanding of the Dragon program so far.Ībove is an image of the Dragon Main Menu. This will allow me to have multiple clothing or amour assets for my Character such as Helmets, Goggles, Backpacks etc.

Also it has the ability to load multiple Assets and assign them to one Bone. Also the program has many blend modes for blending your Animations, making them run more smoothly. In addition the Animation tools can be used to create multiple tracks, Walking, Running, Shooting as examples. It makes the manipulation and generation of Sprites far faster and cleaner than that of older methods.
DRAGONBONES PRO MERGING ANIMATION FILES SOFTWARE
The Dragon Software is used to manipulate Bones to Animate a 2D Sprite.

DRAGONBONES PRO MERGING ANIMATION FILES FREE
Now going back as I have said I did much research in this area and stumbled across a free program that can do just that, its called Dragon Bones. Now with that in mind I often pondered if such a program existed but utilizing a Skeleton to Animate the Sprite again in a non destructive manner, much like the way in which a 3D character is Animated. This method is non destructive and doesn’t involved hacking away at your art work until the duplicated Frame had been altered. Then I would repeat this process until I had completed an entire cycle, Walk as an example. To further explain, the old method of Sprite creation involves Frame by Frame drawing to create and Animate a Sprite now the more modern approach is much like the method I used to create and earlier sprite for use with the game ‘Space Soldier’ a 2D game where the main Character was Animate using a method of sectioned elements ‘Limbs’ and separating them off in to layers so I could individually Animate a Frame by re-positioning the limbs and then saving a Frame. In effort of this I did some research online looking at various programs that might be available to help me achieve this new goal. Whether Spine fails to load it's data correctly or DragonBones fails to export in the right format is out of my knowledge.As I continue to develop my skills in particular learning new and improved ways of creating and Animating Sprites for use within Unreal. The dialog says that there was an error loading the json file due to the file being invalid.Īs you have seen the Spine Export from DragonBones works but it works with a work around for now.

However when you try to import this spine json into Spine you get an error If you choose Images as Image Type and not the texture atlas option DragonBones will output all the images in a folder and a spine json. Why we don't simply export as images instead of a texture spritesheet in DragonBones like this? You will see that the missing image is fixed and you have successfully imported your character from DragonBones into Spine. You should see the entire texture sheet unpacked into separated layers afterwards. Here you have to choose the atlas file which was included in the DragonBones export. What you can do to solve this issue is to unpack the spritesheet. Taking a closer look on the image path inside spine we get to understand that spine expects separated images not a texture spritesheet. Why are the images missing? We have everything right there? Now let's import these files into spine and see what we get. All we have to do is to headover to export window, choose spine and hit finish. I'll demonstrate it via one of DragonBones sample project. With these files then you can import the character from DragonBones into Spine. DragonBones has an export option where you can output a spine json, spine atlas and spine texture.
