Cocos2D复杂动画 [英] Cocos2D complex animations

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问题描述

我正在使用Cocos2D将我的游戏从Flash移植到iOS的过程中。我现在有一个工作版本,我很高兴我可以计数cocos这一点。但是,我似乎偶然发现了一个小问题。在开发过程中,我要求我的艺术家给我的动画设置,我只是把它们称为他们是资产。

I am in the middle of a process of porting my game from Flash to iOS, using Cocos2D. I have a working version now and I am glad I could count with cocos for this. However, i seem to have stumbled upon a small issue. During the development process, I ask my artists to give me the animations set and i just call them as if they were assets.

我看过Cocos动画使用的例子,但我只看到由代码创建的动画。此外,在我的游戏中,我们使用由几个部分组成的动画。例如,角色将其腿作为与他的身体不同的图像,然后动画将根据身体放置所述图像并排列它们。看到Cocos2D的例子我对grossini动画有希望,但后来我看到spritesheet有整个框架作为一个图像。

I have seen examples of animation usage on Cocos, but I have only seen animations created by code. Furthermore, in my game we use animations that are composed of several parts. For example, a character would have his legs as different images than his body, and the animation would then place said images in accordance to the body and arrange them. Seeing Cocos2D's examples i was hopeful about the grossini animation, but then i saw the spritesheet had the whole frame as one image.

我觉得这是一个非常古老的方式动画,因为艺术家应该动画比我更好一点,混合几个图像。此外,添加了5行代码更多只是为了它可以显示一个动画(我们有很多em),似乎是次优的。

I feel like this is a very oldschool way of animating, as artists are supposed to animate a bit better than i can, mixing several images. Plus, adding some 5 lines of code more just so it can display an animation (we have a lot of em), seems to be sub-optimum.

工具或例子来指导我如何实现这种复杂的动画?

Is there a tool or examples to guide me on implementing this kinds of complex animations? Am I asking for too much out of cocos or are there more developers/artists on this issue?

推荐答案

这个工具怎么样?

  • Tool - Export timeline animations from Adobe Flash and import as Cocos2d Actions

编辑

  • [AnimationKit] Framework to manage animations
  • iOS-Animation-Kit
  • SWFSheet – create sprite sheets from SWFs
  • SWFSheet 1.1 Final

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