Install the animation-assisted production plug-in dragonbones in Flash CS6.

Source: Internet
Author: User

Tip: The attachment provided later in this article is a pretty good extension plug-in for Flash CS 6.0 that I found on the Internet. It was modified based on the original dragonbone 2.0, to cause more types of animation files that match COCOS2D-X development. Of course, some animation files can be imported into cocostudio (for example, 1.4.0.1 used in my lecture) for further modification.

About dragonbones (http://dragonbones.effecthub.com/), I believe I don't have to pay too much. This is a world-famous Flash Animation plug-in, used by many developers around the world-this is also a major contribution of Chinese people!

If you are not familiar with it, go to the website and provide various tutorials in multiple languages to ensure that you can take actions at a glance.


The export format options provided by the original site include multiple data formats for your actual project needs.

SWF (XML merged): Swf format that contains skeleton XML data. If the game requires vector skeleton animation, you can use this format to export it. The premise is that the raw material is vector.

PNG (XML merged): PNG format that contains bone XML data.

Zip (XML and SwF): Separated and saved bone XML data and SwF resources.

Zip (XML and PNG): Separated and saved bone XML data and PNG images.

Zip (XML and pngs): Separated and saved bone XML data and PNG Image packages independent of each bone.


The version 2.0 I provided here is slightly modified.

The installation process is as follows:

  1. Download dragonbonesdesignpanel. zxp (of course, the premise is that you have installed flash CS6 successfully ---- this is also the officially recommended version of cocostudio)

  2. Double-click the plug-in file and the following prompt is displayed:

650) This. width = 650; "src =" http://s3.51cto.com/wyfs02/M02/42/BD/wKioL1PYr0zCd13mAAHMFy8JMqw274.jpg "Title =" 1.jpg "alt =" wkiol1pyr0zcd13maahmfy8jmqw274.jpg "/>


Click "accept" and the following prompt appears:

650) This. width = 650; "src =" http://s3.51cto.com/wyfs02/M01/42/BD/wKiom1PYrouxBTnWAACfDku0M3Y084.jpg "Title =" 2.jpg "alt =" wkiom1pyrouxbtnwaacfdku0m3y084.jpg "/>

Click "Install". The following prompt is displayed. Users are prompted to use the default setting. Next, click "Install ". The following page appears in a short time:

650) This. width = 650; "src =" http://s3.51cto.com/wyfs02/M01/42/BE/wKioL1PYsBSCqhkLAAFMNS4WPKo487.jpg "Title =" wujia 3.jpg "alt =" wkiol1pysbscqhklaafmns4wpko487.jpg "/>

At this point, the installation is successful! Close this window.


3. Open flash CS6 and find the plug-in panel. "Window"-"Other panel"-"dragonbonesdesignpanel", the following interface is displayed:

650) This. width = 650; "src =" http://s3.51cto.com/wyfs02/M02/42/BF/wKiom1PYszKRD24dAADUrzWqdsM513.jpg "Title =" 4.jpg "alt =" wkiom1pyszkrd24daadurzwqdsm513.jpg "/>

That's it. Other details will be detailed in my courses.

Note:

In addition, the constraints are described in this way on the cocoachina Forum (because no picture is displayed on the Forum, we can only express regret ):

1. New easing Animation

 
 

(2)Nested skeleton

In fact, it is very simple. You only need to do a good job of the secondary skeleton and place the secondary skeleton on the layer of the primary skeleton like a texture map.

 

(3)Update

Here, we use knight as an example to create a weapon library.

A new FLA file is created to create a weapon library like a common skeleton.

[Attach] 234 [/Attach]

 

Each weapon creates a new element. This component is used to edit the anchor of the weapon. You can see that the cross in the figure is the anchor of the weapon. Like the original Knight's anchor, it is at the hilt of the sword. With this anchor, we can accurately switch the weapon and the anchor can adapt to each weapon.

[Attach] 235 [/Attach] [Attach] 236 [/Attach]

[Attach] 237 [/Attach]

 

[Attach] 238 [/Attach]

 
 

After creating components for each weapon, combine these components into one. The method is similar to creating a skeleton. Create a component,

[Attach] 239 [/Attach]

A weapon is a layer, and we still name the frame label at the first layer as temp. Because animation elements without frame labels are not recognized and imported by the skeleton animation editing panel.

 

The purpose of importing them into the Panel is not to edit the skeleton animation, but to finally export the clothing material and the skeleton animation material to a file.

The exported XML file will eventually contain the anchor and width and height information of these weapons.

 

(2) functions of panel plug-ins

 

The function of the plug-in is to further edit the animation we created in flash and export the edited data image.

[Attach] 241 [/Attach]

Click the import button to bring up the dialog box. We only need to note the first option,

All library components: import the required bones in all databases. If there are too many bones in the database, the import will be very slow and you need to wait patiently.

Selected library component: If a component is selected in the library, only that component is imported. This is to modify only a certain skeleton without loading all the bones.


Skeleton tree: Import the animation movieclip list, which is the same as the movieclip name in the library. The program will use this name to create the animation object. Every movieclip containing actions is called armature in dragonbones ).

Action List: The name of each action/action corresponding to the animation object, which is consistent with the frame tag name in movieclip. The program uses this name to dynamically play various actions.

Skeleton treeEach skeleton component of the animation object, which is consistent with the name of each layer in movieclip.


For each action, you must set the following parameters:

[Attach] 242 [/Attach]

Total time: The total time of the current action. The larger the time, the larger the number of frames, the slower the action.

Hybrid time: Set the number of frames required for other actions to switch to this action. For example, if your game role has an action to squat down, this action has only one frame on the timeline. If this parameter is set to 6, when the game switches from other actions to squatting, the program will automatically increase the transition by 6 frames, making the switching of each action more natural.

Key Frame easing: The easing coefficient between the key frames of the current action.

Loop: Whether the current action is played cyclically. For example, role walking and running.


After the preceding parameters are set, you can view the animation of the currently edited action in the preview area in the lower left corner.

[Attach] 243 [/Attach]

In the upper-left corner of the preview window, you can zoom in and out the preview object to facilitate observation.

 

The first graph does not have a parent-child relationship, and the second graph does not have a parent-child relationship.

Note: It is best not to set the parent-child relationship here, because the location in the program may be disordered and cannot be imported to cocostudio for editing.


After adjusting the skeleton animation, you can click "Export" to export the animation.

[Attach] 246 [/Attach]

The export format option contains multiple data formats for your project needs.

SWF (XML merged): Swf format that contains skeleton XML data. If the game requires vector skeleton animation, you can use this format to export it. The premise is that the raw material is vector.

PNG (XML merged): PNG format that contains bone XML data.

Zip (XML and SwF): Separated and saved bone XML data and SwF resources.

Zip (XML and PNG): Separated and saved bone XML data and PNG images.

Zip (XMLAndSeparatedPNG): Separated and saved bone XML data and PNG Image packages independent of each bone.

 
 

What we use is[Font = "] Zip (XMLAnd[Font = "]Separated[Font = "] PNG)[Font = "]: The exported PNG images are independent, and then packaged into plist and PNG files using texturepacker.

 



This article from the "Qingfeng" blog, please be sure to keep this source http://zhuxianzhong.blog.51cto.com/157061/1532878

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