Sunday, 23 December 2012

Spriter: helping your 2D animation woes

I'm no artist, in fact barely a coder but one thing I struggle with is decent 2D art / animation. I can't remember why or the date but I have used Flash on and off for doing my art and animation for over 10 years but have struggled to find a decent alternative. I think what I like about Flash is the nuances of the tool for drawing that I am yet to find else where.

Its for these reasons that I started an investigation into something that could replace or complement my current toolset.

If you look at my current game on the market, Astavoid, I have a distinct style. This more than anything is minimalist given the time I have to focus on the art. I was told, and I forget the source, that its important as an Indie to do your own art as you aren't reliant on someone else to do your work, minimises cost and therefore a master of your own destiny. With that of course comes budget. I for some reason, again forgetting why think its age, have a copy of Flash CS3 which is by no means a feature rich product by today's standards. However, it is something I am reasonably comfortable with.

My route of investigation took me to Spriter. Spriter if you don't know is an animation tool for 2D games. Larger, more smoothly animated characters, all running for your favourite engine and platform. It had a very successful kickstarter in April 2012, of which at the time of writing the product sits in Alpha.

It is for the purpose of this blog to see whether Spriter can compliment an art package to provide quicker animation techniques over maybe that of tweening in Flash.

So lets begin, to start this off I will create a little gun man type thing which is a concept I have been working on. To help you visualise my minds eye we jump ahead a little to the final image.

Having read the web pages of Spriter it looked like my animation needed to have component parts. This is because Spriter accelerates the animation process by transforms or skeleton rigging to provide pivots and movement where required.

My first step was to breakout my character into various body parts. As you see from the image above I have a character with a gun. What I will look to animate is the character shooting with a slight bit of kickback / recoil.

For that reason I split my character out into sections:
  • Head
  • RightHand
  • RightArm
  • Gun
  • Body
  • Feet
  • LeftArm

These are organised as such and this order to give the relevant layer depth to give the illusion of the character holding the gun etc.

With this now in situ I save out the layers one by one as PNGs hiding all but the layer I'm saving to have distinct images.

Next is to fire up Spriter, if you haven't done so already download here and then once installed create a project and then import all the images we have just saved out. We then in turn position the images on the worker area to reconstruct our character. All going well it turns out like the one below.

The next thing to do is create keyframes along a timeframe, identical to how implemented in Flash, to denote when something should happen. This is the point whereby you start your experimentation. For mine I will add a keyframe around frame 80 (assuming a 60fps game) to move the gun to an aiming position. To do this we simply click the object "gun" in either the "objects in frame" window, or on the working area and a transform box will appear

To make it do something you can either move it (replicating a tween within Flash where it will animate to), scale or pivot. For the purposes of what I am doing I will pivot on the bottom left corner so the top right is pointing up. It's as easy as that!

The process now becomes trial and error rather than complicated keyframe drawing only to find there is an error.

Once you have completed your keyframes are ready to export out ready to put into a spritesheet / atlas. Here is something you must watch out for. In the current version of Spriter, at time of writing the alpha version, only the keyframes will get exported and not every frame. This of course for an animation is next to useless.

However, not all is lost. Dependent on the length of your animation this workaround could be pretty tedious but what you need to do is add a keyframe to each frame of your animation. Then when go to File -> Export to PNG all frames will be exported for you. Now you are ready to put your keyframe animated images into atlases / spritesheets with a tool like Texturepacker for use within your game.

And there you have it an animation in next to no time. So what are my feelings of Spriter. To be honest huge potential as the process of pivot and move was very easy with the key being to split out my character to component parts and the rest is a doddle. I will certainly be intrigued to see how the beta and full release of the product turn out.

3 comments:

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