- Jul 4, 2017
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NMMMN Thank you for the suggestions, I appreciate your input.
- Cartoon animator is a whole big complex package of software, aimed more towards making actual TV quality (cheap Chinese kid's TV animation) stuff. I found it quite hard to get over the learning curve, and gave up quite quickly.
- Inochi Studio initially seemed cool, but once trying to actually achieve even basic stuff, it was revealed to be kind of incomplete as a general 2d rigged animator. The only part that seems to be getting development love is for doing those "hololive" style motion-capture-synced anime heads. I didn't get far with this tool.
- Synfig Studio is the tool with which I made the most progress. I posted an example of a handjob animation created with Synfig earlier in the thread. Unfortunately, the program itself it one of those ancient, creaky, open-source projects that only has one developer, and there are so many "sharp edges" on which the user cuts themselves over and over. Reminded me a lot of GIMP. It also is quite crash prone, and I lost in-progress work a few times. Altogether I'm not sure I'd have the patience to keep with it beyond what I made so far.
Apart from those tools there are of course some others... you've suggested Unity - which is a whole different box of fish.
I have spent a bit of time historically with Unity, and even today still use it when collaborating with the editing work for "A Long Journey", so I have at least some familiarity with it. But I'm not going to use unity for 2d game dev, it's like using a demolition hammer to tap a nail into a wall. Or maybe using a 3d-printer to make all the parts for a lego set.
Other candidates would be the "OG", Live2d, or maybe even Blender given the recent work to support a 2d workflow. It would also be theoretically possile to do something with pure Renpy ATL, but setting up e.g. pivot points etc. by hand would not be fun.
All up, I don't think that rigged animations are what I want for the story scenes of the game.
I might keep working towards using the technique somehow in the Minigame sections, rather than frame based animation.
I've already tried the rig method of animation for use in the "minigame" portion of the project, using a couple of different tools: Synfig Studio, Cartoon Animator, Inochi Studio. I'll preface this by admitting that I'm not really experienced in any type of art creation, let alone 2d animation. So a lot of my difficulties probably come from my own lack of knowledge and skills. However, here's my assessment of those options I tried:You could do the 2D character rig method though less ideal for unique poses, it cuts down animation time by having them parts using, making verts and skinning them to bones which allows for IK (inverse kinematics solvers for the bones), or simple rotation, squash and stretch per part
- Cartoon animator is a whole big complex package of software, aimed more towards making actual TV quality (cheap Chinese kid's TV animation) stuff. I found it quite hard to get over the learning curve, and gave up quite quickly.
- Inochi Studio initially seemed cool, but once trying to actually achieve even basic stuff, it was revealed to be kind of incomplete as a general 2d rigged animator. The only part that seems to be getting development love is for doing those "hololive" style motion-capture-synced anime heads. I didn't get far with this tool.
- Synfig Studio is the tool with which I made the most progress. I posted an example of a handjob animation created with Synfig earlier in the thread. Unfortunately, the program itself it one of those ancient, creaky, open-source projects that only has one developer, and there are so many "sharp edges" on which the user cuts themselves over and over. Reminded me a lot of GIMP. It also is quite crash prone, and I lost in-progress work a few times. Altogether I'm not sure I'd have the patience to keep with it beyond what I made so far.
Apart from those tools there are of course some others... you've suggested Unity - which is a whole different box of fish.
I have spent a bit of time historically with Unity, and even today still use it when collaborating with the editing work for "A Long Journey", so I have at least some familiarity with it. But I'm not going to use unity for 2d game dev, it's like using a demolition hammer to tap a nail into a wall. Or maybe using a 3d-printer to make all the parts for a lego set.
Other candidates would be the "OG", Live2d, or maybe even Blender given the recent work to support a 2d workflow. It would also be theoretically possile to do something with pure Renpy ATL, but setting up e.g. pivot points etc. by hand would not be fun.
All up, I don't think that rigged animations are what I want for the story scenes of the game.
I might keep working towards using the technique somehow in the Minigame sections, rather than frame based animation.
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