pixels.swf [ 16.95 KiB | Viewed 9190 times ]
QuizmasterBos Wrote:Doesn't this post belong in the tutorials page? You can ask questions about animation there. Can a moderator please move the thread?
Either way, I can't help you. I have absolutely no understanding about animating. You'll have to wait until someone else pops in.
Ivan-Aedler Wrote:I dont like the bone tool because:
1. As everyone knows, it only works in AS3.
2. Its more CPU intensive.
3. It does not allow deformations (like streching) so you will have to make each boob in its own classic tween layer, for example.
4. It's a one-way transformation. That is, once you create the 'green frames' (bone tool layer), you cant return back to its parts without converting to frame-by-frame (a thing you want to avoid at all costs). Do you want to add/remove a given part? Same problem.
5. It does not act well with scaling. Sometimes, in a given animation, when you scale, registration points change position, in a way you will get a mangled result, and worse, UNDO may not work! (tested with Adobe CS6, student version, latest version of JAN 2013 and older version SEPT 2012).
6. You can't swap objects (like hand types), or remove/add objects (like a skirt being shred) without breaking the bone layer into two or more set of frames, one with a given MC part, other with a new MC part.
So you can think of Bone Tool as a 'black box' that creates a really nice animation for you but without the needed flexibility.
Gorepete Wrote:4) You can break apart bone object easily... what you are supposed to do though, is make the actual clip an editable subMC so that it will auto update the bone animation when you edit the main symbol....subMCs dude! Frame 1, full, Frame 2, torn, Frame 3, off... the master MC is what is in the bone tool for animation!
Gorepete Wrote:5) Never ran into this!
Gorepete Wrote:I used to dislike it as well, then I realized as long as you embed your movie clips productively, it is an amazing utility for making limb motion. Using it is always 500% better than going frame by frame in a tween because your bent knee doesn't want to stay connected at the joint or the turn of an elbow does not want to stay connected as the arm rotates.
Ivan-Aedler Wrote:Could you explain better, please? SubMC => Create a symbol on top of the current symbol?
Gorepete Wrote:Each flash animator is different in how they like to structure their characters, of course, and no one way is "right" but I generally do it in 5 "depths"
Ivan-Aedler Wrote:The problem is that I need to swap an arm with another arm (a newer MC I've created). So I need to swap a critical BONE part, not inside of it (like updateing its state for all ARM parts).
I also need to update THIGH MC, a critical bone structure. I can only change INSIDE it, not itself. This is a problem when you want to update the character THIGH with an enemy THIGH, or an updated THIGH version that is in another library folder. So the only way I see here is to enter inside THIGH, and update it, so every pose and everyone who uses THIGH will have this update. But, if I need 'animal thigh' just there, editing inside it will make THIGH an animal shape for that pose. But all THIGHs MC will have the wrong shape, just because I wanted one pose to have a correct shape in its bones.
Gorepete Wrote:I think I get what you are trying to say... the bone tween itself acts as a consistent movie clip, unlike normal keyframes where you can swap parts in and out without affecting the other keyframes; right? What I do with the bone tool to get around this is just F6 (insert new keyframe) twice to get two key frames next to eachother on the bone timeline, then ctrl-c and ctrl-v the second keyframe on top of itself. This will create a new instance of the bone on the same timeframe, and when you swap the movie clip, it won't affect the other keyframes before it.
Gorepete Wrote:There is also an extension you can get called MassSwap which you should find useful, it lets you select multiple objects across the timeline (edit multiple frames) and swap ALL of them with a new object with one click.
Valpas Wrote:This new post you made really intrigues me. I am all in favor of more pixel-art based games as I could really contribute to those kinds of games, seeing as I've really depth-ened myself in pixel-based art thanks to minecraft! XD
Thanks to said minecraft I wouldn't deem the former glory of the great pixel too dead in the water. I like the concepts and wold love to see where you're going with it.
Valpas Wrote:This new post you made really intrigues me. I am all in favor of more pixel-art based games as I could really contribute to those kinds of games, seeing as I've really depth-ened myself in pixel-based art thanks to minecraft! XD
Thanks to said minecraft I wouldn't deem the former glory of the great pixel too dead in the water. I like the concepts and wold love to see where you're going with it.
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