Creature Animation Pro 14.9.9 Download

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Stephanie Dejoode

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May 28, 2024, 7:36:17 PM5/28/24
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To give you more info ( and I am not sure if this helps you ), Creature also supports export to industry supported formats of FBX and Alembic. So if Defold supports these or plans to support them in the future, then any Creature Animation will automatically work in Defold.

Does Defold support ( or plan to support ) FBX Animation?
Because if what you support right now is regular bone skinning, then the more streamlined approach to get a Creature Animation into Defold is via FBX.

Creature Animation Pro 14.9.9 Download


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I think starting out, it is ok to support regular bone skinning first ( that means bone motors in Creature ), which means FBX should suffice. FBX is also a good idea for Defold if it happens since this means a lot of other tools can also export into it. I believe supporting industry standard formats is quite important in order for an engine to work with a variety of 3rd party tools.

Internally we compile the input data into our own runtime format, currently there is no support to add custom build steps. If you are interested in adding Defold export to Creature I would suggest that you look into the Spine JSON format, as Defold can read this and support most of the 2.x functionality.

Here are fully mesh deforming raptor characters running across the screen. This demo is using the CreaturePack Web format to deliver results that have high performance, great quality and yet compact in delivery size:
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@britzl Thank you for your prompt reply! Can I know roughly the timeline when you guys are planning to expose engine rendering functionality features into the native extension framework? This will help me plan the Creature runtime Defold feature set moving forwards.

@Mathias_Westerdahl Hello, thanks for the helpful reply. I really look forward to when this feature is added. This will allow me to port the Creature runtimes onto Defold. I believe it will add a great deal of quality in terms of both animation and visual fidelity to your already great engine toolkit. I have quite a few users of Creature wanting Defold support which is why I am asking. Compared to other 2D animation tools out there, Creature is 100% mesh based and designed much more optimally for high end 2D mesh animation + deformation. Given that C++ runtime for support for Creature is very strong, I will be more than happy to make Creature a viable and useful 2D Animation option for developers in the Defold Engine.

We have everything in place in the engine now to create a Creature extension to parse Creature files and generate data for our mesh component. It will not have a tight editor integration but should be fully usable from code.

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I'm curious if it's possible with BG2:EE to add new creature animation, in a new animation slot (not rewriting the preexisted one like it was before)? And if it's possible, I'd like to know how to do it exactly. For example, I want to extract the existing cre animation and save it in a new slot. How should I do it?

Yeah, I've checked some EE mods for the clues on the matter. So all I need is the ini file, the BAMS and animate.ids entry. But I don't quiet understand the appropriate BAM nameing. For example, there's a mod with new creature animations, and it uses several separate BAMs for various animation sequences, like walking, attacking, casting etc. In the game resources however, it's only one BAM file for the creature consisting of all the above mentioned animations. Just how game handles this?

As I mentioned a post above, it depends on the format you use. Some creature animation files contain all the actions in one single file, others in different files ; other formats use files for only western directions (the eastern ones are mirrored by the engine), others use files for both eastern and western directions, And all those cases may be mixed.

So, the best way is just to tell us which animation you want to add (a brand new one or a clone of an existing one), then I can help you to add it to the game, in the easiest (and simplest) way as possible.

As I mentioned a post above, it depends on the format you use. Some creature animation files contain all the actions in on file, others in different files ; other formats use files for only western directions (the eastern ones are mirrored by the engine), others use files for both eastern and western directions, And all those cases may be mixed.

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