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General => General discussions => Topic started by: rXp on December 01, 2010, 10:51:25 am

Title: How works complicated 2D animations
Post by: rXp on December 01, 2010, 10:51:25 am
Hello,

I have a simple question but I cannot find a satisfying answer :
How works 2D animations of a character with a side view (like platform games).
I've already worked on 3D animations so a character is modeled and rigged and you animate the skeleton with a library... But what can I do for complicated 2D animations ?
An animated GIF for every animation ?(jump, run, walk, swim, etc...)
A rig system like 3D animations but for 2D animations ? (Does is exist ?)

Because I would like to be able to manage the multiple body parts without having to create 50 animated GIF.

Thank you for your help,

Best regards,

rXp>!<
Title: How works complicated 2D animations
Post by: danman on December 01, 2010, 02:06:21 pm
you could use technologies like SVG ;) .

http://neuronspew.wordpress.com/category/svg-game-engine-project/
Title: How works complicated 2D animations
Post by: Spodi on December 01, 2010, 11:36:03 pm
You can still use a skeleton. If its a side-scroller, you can get away with using just a 2d skeleton and slapping sprites onto the joints instead of having to deal with skinning. Otherwise, you'll have to create a 3d model and render it in a 2d plane.
Title: How works complicated 2D animations
Post by: AlexM on December 02, 2010, 03:39:40 pm
another option if you're more comfortable with 3D is to animate it in 3D then render a series of orthogonal frames.
Title: How works complicated 2D animations
Post by: rXp on December 02, 2010, 05:08:25 pm
Quote from: "AlexM"
another option if you're more comfortable with 3D is to animate it in 3D then render a series of orthogonal frames.

I'm not familiar with this option, could you elaborate or maybe post a link ?
Title: How works complicated 2D animations
Post by: AlexM on December 02, 2010, 05:22:04 pm
Quote from: "rXp"
Quote from: "AlexM"
another option if you're more comfortable with 3D is to animate it in 3D then render a series of orthogonal frames.

I'm not familiar with this option, could you elaborate or maybe post a link ?


do you use 3dsMax? If not it's pretty much the same for any 3d modeling program.

basically you make an animation, then render from a non-perspective viewport. In your render settings, set it to render to a sequence of images rather than a movie file.

After that you can take that sequnce of images and make a spritesheet.

Here's a classic example.

http://tsgk.captainn.net/?p=showgame&t=sy&sy=8&ga=261
Title: How works complicated 2D animations
Post by: rXp on December 03, 2010, 07:52:13 am
Quote from: "AlexM"
Quote from: "rXp"
Quote from: "AlexM"
another option if you're more comfortable with 3D is to animate it in 3D then render a series of orthogonal frames.

I'm not familiar with this option, could you elaborate or maybe post a link ?


do you use 3dsMax? If not it's pretty much the same for any 3d modeling program.

basically you make an animation, then render from a non-perspective viewport. In your render settings, set it to render to a sequence of images rather than a movie file.

After that you can take that sequnce of images and make a spritesheet.

Here's a classic example.

http://tsgk.captainn.net/?p=showgame&t=sy&sy=8&ga=261


Ok :) That's what I was going for, it will be much easy for the animations.
I use blender, I have the version 4 of 3dsmax but it's getting old and cost way to much to buy the last one ;)
Blender is great, and with the beta version you can really find yourself more easily of you come from 3dsmax :D
Title: How works complicated 2D animations
Post by: AlexM on December 03, 2010, 03:38:42 pm
Quote from: "rXp"
Quote from: "AlexM"
Quote from: "rXp"
Quote from: "AlexM"
another option if you're more comfortable with 3D is to animate it in 3D then render a series of orthogonal frames.

I'm not familiar with this option, could you elaborate or maybe post a link ?


do you use 3dsMax? If not it's pretty much the same for any 3d modeling program.

basically you make an animation, then render from a non-perspective viewport. In your render settings, set it to render to a sequence of images rather than a movie file.

After that you can take that sequnce of images and make a spritesheet.

Here's a classic example.

http://tsgk.captainn.net/?p=showgame&t=sy&sy=8&ga=261


Ok :) That's what I was going for, it will be much easy for the animations.
I use blender, I have the version 4 of 3dsmax but it's getting old and cost way to much to buy the last one ;)
Blender is great, and with the beta version you can really find yourself more easily of you come from 3dsmax :D


yeah I do need to learn blender. I worked as a 3d artist for many years so I'm trained in 3dsmax. Definitely too expensive to afford on my own though :)