Brief introduction
This blog is mainly to provide you with a unified skeleton animation solution, whether you used to cocos with the skeleton, or spine, or both, can be converted into dragonbones bones, and then added to the game to use.
If your thing 2.3 and later version of the skeleton file can be imported directly, here is not introduced.
Tools
Dragonbones Pro 4.5 http://dragonbones.github.io/
How to use
1. Import a spine, cocos1.x skeleton animation
We select the spine corresponding skeleton file to the following, and then complete it.
Attention:
Here I would like to tell you an important problem is that the imported file format must be completely correct. Let me give you an example of the problems I have encountered in my use:
I got a spine skeleton file from the COCOS2DX instance demo, which can be loaded and displayed normally in the COCOS2DX instance. I am importing into Dragonbones Pro but I am prompted to be unformatted.
I'm depressed, and then I'll take this file and compare it to the examples provided by Dragonbones Pro, with less head profiles. Then I'll tell you the left side of the head is intact.
Sure enough, the animation is also able to play is no picture resources. I compare the picture resources of the description file, in the header information is only missing size information, I added a size property in the file to the right size:1024,1024 (here to fill in the corresponding texture map partial size)
Then, re-import again, success!
So, when you use it, be sure to note whether the data format in the file corresponds.
Import cocos1.x animation also encountered the same problem, the head missing Content_scale property caused the import to fail, if your cocos1.x skeletal animation is 1.6 version of the editor exported without this problem. So here we have to pay more attention.
2, import Dragonbones 2.2 and the following version of the skeleton file
Why do you have to take the 2.2 version of Dragonbones's skeleton here alone? Because the current 2.2 version of the DB (i.e., Dragonbones, hereinafter) skeleton is the skeletal animation version supported by the COCOS2DX engine by default. In addition to the db2.3 version, DB's skeleton data format has made a lot of adjustments, even dragonbones Pro does not support the version of the Bone data format 2.2 and a bit. So how do we import the 2.2 version?
(1), first we have a 2.2 version of the DB skeleton and texture files, such as this. If you are directly below this texture file is better, but it is not OK. We can split the plist texture into a single image.
Specifically how to disassemble plist, you can go to my other blog (http://www.cnblogs.com/relvin/articles/5543612.html) has detailed introduction, I here will not be too much to repeat.
The exploded picture folder is then named texture and the XML skeleton file is placed in the same level directory. Using the cocostudio1.6 version of the Motion Editor tool, file--Open Flash Project--Select an XML file and make sure it's OK.
The final step, the file----export project--OK (using the default settings), you get the skeleton file of Cocos 1.x, and then import it using the Dragonbones Pro Import cocos1.x bone animation method.
Thank you for reading.
If you have any questions in the use of the process can be directly below the message or send to my personal email [email protected].
How to convert bone files such as cocos, spine, etc. to dragonbones skeleton files