Todor Imreorov
Todor Imreorov
some good news It looks like somebody has created a dragonbones runtime via a Godot module for Godot 2: https://github.com/sanja-sa/gddragonbones The goal now would be to get it ported to...
also posted this at godot tracker: https://github.com/godotengine/godot/issues/4312 Lets see if it gets some attention.
Dragon bones json file format seems to be a good start. They are open source, have runtimes for: java- https://github.com/DragonBones/DragonBonesJS/blob/master/LICENSE C++ - https://github.com/DragonBones/DragonBonesCPP/blob/refactoring/LICENSE Unity (c#) - https://github.com/DragonBones/DragonBonesUnity/blob/3.0/LICENSE AS- https://github.com/DragonBones/DragonBonesAS/blob/4.5/LICENSE They...
the newest one of course. They just added meshes and some very useful other things. But you need to notice - the format specification is established and backwards compatible. They...
Their standalone editor can even import spine animation json files and export to a dragonbones json file. They support a lot of features that spriter doesnt. The runtimes could be...
They recently added mesh binding to bones and free form deformation. That makes their json file spec fit perfect with coa tools and what it can do but can not...
@ndee85 I can only hope to see Godot pick it up as a standard json/runtime. It is very good! https://www.youtube.com/watch?v=xUfosRr9fY4 Now it has proper smooth bind skinning to sprites -...
@ndee85 sorry for the delay, I will provide good example files soon. :) I have good ones that are easy to read and have the mesh data in, just didnt...
they updated their website to reflect the features http://dragonbones.com/en/animation.html#.V8_VCfkrK9I
@radishdalek thank you - the translation is very good actually, I hope it allows @ndee85 to make an exporter :+1: I am pasting it bellow: ``` { // DragonBones data...