![]() ![]() Smith Micro Moho 12: This one has progressed quite a bit since I last checked it, it even got animated movies to it's name now, it's a very easy to learn tool but the price tag is rather high for a hobbyist. Dragon Bones: Quite literally chinese Spine, it's a currently free tool that's being developed by chinese giants like tencent who don't want to share their cake with spine, the functionality is nearly identical but the UI is not as good, this is the best option if you don't want to spend cash. Has a hefty price tag at $70 for basic and $300 for pro. There's a plugin for MV to play spine animations using it's data format, google AXY_Spine.js to find it, you can get 60 fps lighweight animations in MV with this. Esoteric Software Spine: The current de-facto go to tool for the western hemisphere, Shantae Half Genie Hero was animated using this one, among many other high quality games. ![]() ![]() Brashmonkey Spriter: Has a free version that's robust enough to get you started, Pro version is not really worth the money since Spriter is greatly outclassed by its peers. Now onto the tools, only adding openly available ones, no reason to post about propietary ones: While the main purpose of game centric skeletal animation is to get interpolated real time animations, you can always use them to render out frames and incorporate them as sheets that RM can use. Why would you chose it above traditional frame by frame animation? Simple, resources available, skeletal animation is used to either have interpolated animation or to cheaply produce large quantities of animation, you can make a simple set of pieces, rig it, and use that to output all your animations, it would not be as pretty as traditional animation, but the skill floor to get something good looking is FAR lower in skeletal animation than traditional, plus time required is much less, and you can replace the pieces (or add more) while using the same skeleton and animations and achieve variations that go beyond a simple color swaps. Klei Entertainment: Don't Starve, Shank, Oxygen Not IncludedĪs you can see, skeletal animation has quite the pedigree and it goes back to snes days, up until recently the tools to create such art were kept under wraps by the companies just like most engines before things like unity and unreal went open. UbiArt games: Rayman Legends / Origins, Child of Light, Valiant Hearts, Gravity Falls Vanillaware everything: Princess Crown, Muramasa, Dragon's Crown, Odin Sphere, Grim Grimoire, Kumatanchi Some examples of games that use skeletal animation off the top of my head: Skeletal animation is basically where you have separate body parts and attach them to bones, then you use the bones to make animation, despite popular belief, skeletal animation is not limited to looking like cheap flash games, as with everything, it's merely a tool and what matters is who wields it. Since side view battlers are a thing and you can get some good animation in there using different plugins, I think it would be on some people's interest to learn a bit more about this technique. I will not paste links so you will have to use google. Greetings, I'm new around here and decided I should try to share some of my knowledge about this topic.
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