【如何用CocosStudio1.5编辑骨骼动画动画供程序开发人员使用】

CocosStudio1.5骨骼动画编辑教程  



1. 下载安装

下载网址:http://cn.cocos2d-x.org/download/,选择相应的开发系统版本,附图:


 

2. 打开Animation动画编译器

 

选择第一个Animation Editor编辑选项:


 

3. 动画编辑界面

点击文件,新建工程,选择动画存放的位置及工程名:



4. 创建工程成功


5. 导入单张图片资源

在资源视窗中Resources文件夹右键点击导入,将角色各个部分的图片导入:


6. 导入图片资源成功

 

 

7. 现在我们来做个游戏名叫拼图

选中你刚刚导入的图片资源拖到画布上,然后开始拼图游戏,要是觉得,画布太小,可以按住Ctrl然后滚鼠,1分钟后:有没有感觉很威武啊!!!!!!


8. 调节Layer层的高度

在对象结构区,选择你想修正层高的Layer,点击向下移即可调节层高,如下图:


调节层高后,牛仔的样子:

 

对象结构变成了酱紫的:

 

温馨提示:要养成随时保持的好习惯哦,人品不好突然停电就不好了额!Ctrl+S

9. 开始绑定骨骼

点击创建骨骼(Alt+K)后,进入创建骨骼模式:


 我们以帽子为例,进入骨骼模式后,在帽子图片的位置拖动,你就会拖动出来1个小骨头来。然后点击停止创建骨骼,在要绑定骨骼的图片(这里是帽子)右键,选择绑定骨骼,然后点击我们刚刚拖出来的骨骼,这样,帽子的骨骼绑定工作就完成了:


10. 添加骨骼的父子关系

这里将牛仔衣服设为父节点,其余与衣服相邻的图片都为衣服的子节点,在添加父子关系之前,我们先关闭骨骼创建模式,如图不用我教了吧。

 

我们以将帽子绑定为衣服的子节点为列,首先我们选中帽子的骨骼,右键,点击选中,【绑定父关系】。


之后,我们在点击一下,衣服的骨骼,OK,一个父子关系就这样轻轻松松的绑好了,下面你自己来将其他骨骼的父子关系设定好。

11. 设计骨骼动画

接下来,开始设计骨骼动画,点击【形体模式】

 

既切换到【动画模式】

 

 

12. 保证首尾帧相同(一次的动画不需要保证首尾帧相同)

我们来创建一个帽子向上仰的动画,命名为JumpUp,选择帽子图片,复制第一帧:

 

后选中你设计的结束帧,如30帧,粘贴,保证动画首尾不卡帧。

 

选择尾帧30帧,点击旋转,就可以创建动画了。


 

保存,点击播放按钮,动画就可以播放了。

 

相同步骤,我们共创建4组动画:

 

13. 导出程序所需要的文件

【文件】-【导出】

 

 弹出窗口:


 

导出图片大小以最小容纳所有图片为准,一般选择2N次方大小为准,当导出图片尺寸选择过小时,应该会生成多张PND图集,尽量让程序只生成一张图集。

点击确认,导出成功:

 

我们去文件生成的文件夹看下我们生成的文件:

 

给程序人员这3个文件,程序人员就可以,就可以根据动画的名称(JumpUp)获取播放动画了。

14. 参考文献

http://www.cocoachina.com/bbs/read.php?tid=189665

 

注意:如果动画不是循环的,记得把循环播放勾掉。

 

 

 

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About CocoStudio is a game development tool kit based on Cocos2d-x. It breaks down tasks in game development into different roles, it includes: UI editor for UI graphic artists, Animation editor for graphic artists, Number cruncher for game data designers, Scene editor for game designers CocoStudio forms a complete game development solution. The UI editor The UI was designed to serve its only purpose: create UI for games. Its simple and intuitive interface allows graphic artists to focus on their expertise, without worrying about other aspects such as programming. Currently the UI editor has 12 different UI elements ready to be used in games, new UI elements will be added with each and every release of CocoStudio, Other key features that the UI editor supports are: Texture packaging - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. Multi-resolution adaption - Automatically adapts to multiple resolution sizes with relative UI positioning. Templating - Reuse the same UI layout across different games, swap out texture resources to give it a new look. The Animation editor The Animation editor was designed to feel like Adobe Flash, which makes graphic artists feel right at home. The Animation editor brings skeletal animation to Cocos2d-x. What advantage does skeletal animation holds against the traditional frame animation? Lower memory consumption - An animation with the traditional frame based solution could use dozens of individual textures, but with skeletal animation, only 1 set of body parts is required to make infinite number of different animations. Smaller file size - due to less number of assets. Animation blending - you can combine animations together to easily make new animation, for example, you could blend attacking animation with walk animation to create "attacking while walking animation". Animation reuse - you can share skeletal animations with another character with the same skeleton setup. Smooth interpolation - traditional frame based animation is very choppy especially in slow motion. Skeletal animation interpolates between 2 sets of key frames, so animation is always played at the same frame rate as the game. However Skeletal animation cannot replace the traditional frame based animation, for example, it cannot make isometric character, it cannot make explosion, that is why we did not forget frame based animation, we even made it better and simpler. You only have to drag and drop frame sequences to the work space, and the animation editor will automatically creates the frame animation for you. Other highlight of Animation editor includes: WYSIWYG collision box editing - editing collision box in wysiwyg way has never being easier and accurate. Reference point - enables characters to wield swords, mount horses, and attaching other objects easily. Texture packing - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. The Data Cruncher The data Cruncher imports excel tables and converts the data into a format readable by cocos2d-x, which can also be used as a component for the Scene editor. The Scene editor The scene editor pieces all the assets made by the UI editor, Animation editor, and the Data Cruncher into a game scene, it can then simulate the game inside the editor. The scene editor also supports many assets made from third party editors such as particle designer, tiled etc. The scene editor relies on the CocosStudio Framework. CocoStudio Framework CocoStudio Framework is an open source higher level framework on top of Cocos2d-x, it employes entity and component system, it is used to read the data saved from the scene editor. The Scene editor saves data in a MVC like fashion, it includes all entities and events used in the current scene, and exports to corresponding code template for the programmers. A programmer can then write the code in Javascript to bring the game alive. CocoStudio的安装 1.CocoStudio的运行平台是Windows操作系统,推荐使用Windows7操作系统。 2.安装CocoStudio之前,确保电脑中安装了.Net 4.0 Framework 3.安装目录尽量不要在C盘的Program Files文件夹下,可能会导致启动器无法启动编辑器。当然,通过“以管理员身份运行”的方式也可以打开软件 4.在Xp和Windows8的操作系统下,可能会出现的闪屏或无法运行的问题。这个问题会尽快修复

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