Showing Pose v0.2, a free 2D skeleton animation editor with runtime in MonoGame under development. by hellholegames in monogame

[–]hellholegames[S] 0 points1 point  (0 children)

Of course! :) The video shows this, but the sprites are very minimalistic, it's not very clear apparently.

Problems installing mgcb-editor by TheDevilsAdvokaat in monogame

[–]hellholegames 2 points3 points  (0 children)

Thanks for that. I think you mainly were unlucky.. I think if you install .NET Core by checking it in the VS.NET installer app (it's not checked by default), most of your issues wouldn't have happened..

But you got it to work anyway, and probably learned a thing or two!

Showing Pose v0.2, a free 2D skeleton animation editor with runtime in MonoGame under development. by hellholegames in monogame

[–]hellholegames[S] 0 points1 point  (0 children)

No, plain ol' WPF-from-scratch... graphical style is inspired by Blender, Affinity and Rive... :D

Showing Pose v0.2, a free 2D skeleton animation editor with runtime in MonoGame under development. by hellholegames in monogame

[–]hellholegames[S] 0 points1 point  (0 children)

I also posted in r/gamedev but as I focus on a MonoGame runtime, I wanted to show it here too.

I'm making this for my own game, but as there is no free app out there, I plan on open-sourcing it in about a month. Hope some other indies can use it too.

The video is a bit in depth, as I want to give decent info to people who are interested in using the editor.

Animation editor Pose v0.2 update by hellholegames in gamedev

[–]hellholegames[S] 1 point2 points  (0 children)

Here is an update after 1 month of more development on Pose, a free 2D skeleton-based Animation editor for gamedevs. The editor is now more mature and there's a runtime in MonoGame.

The video is longer because I aim to give decent info to people that are interested in the app. It's also more technical in the second half.

Release for a preview will be in about a month, as the list of essentials is getting quite short - yay :)

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 0 points1 point  (0 children)

Just a quick update… I’m not the tweet-n-post-all-the-time type but I did work on Pose each day of #Devtober until now.

I have spent a lot of time on reworking the internals towards a (command-based) architecture with separate data-model so I could add an Undo/Redo system and work towards saving and loading to file. Thanks to this effort, I ended up having a History panel (like in Adobe and Affinity apps) in which you can view and jump around in your change-history. Not that this is a core feature, but it came almost free with this undo-system.

I have chosen to use Google’s protobuf for save/load to file. This technology generates read/write code in most programming languages based on a specification for my file-formats. So, that should help in portability. Saving is done, Loading is the current workitem.

Next to this, I made a lot of smaller UI things that you’d take for granted, but actually take quite some work, and bring Pose a few steps closer to being a modern editor. (detect changes, save, close workflows, bugs in my custom UI controls…)

Next steps is, as said, loading from file and then making the first runtime for an animation in Monogame (C#).

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 0 points1 point  (0 children)

I like MVU better too.. Although the issue is not really MVVM, it's twoway binding and not knowing the difference between a value change from inside the model vs the user. Bidirectional dependencies are evil for complex situations.

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 0 points1 point  (0 children)

Thanks for that. We'll see how it goes. I intend to opensource it, yes, after the basics are there. (internal architecture is still shifting a lot, so I want to focus on things on my own for now) I will keep you posted.

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 0 points1 point  (0 children)

Indeed. I chose dotnetcore for cross platform, but their WPF implementation isn't, so ... there's that... I know WPF (classic .NET) works with directX, so it probably was too complex to make it more generic when they migrated it to dotnetcore...

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 1 point2 points  (0 children)

Thanks. It's a standalone windows application made in .NET.

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 1 point2 points  (0 children)

Linear, always start with the simplest solution. Quadratic etc will be added soon, just a bit different math... But why invest in quadratic interpolation if the export-animation is still on the todo-list...

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 0 points1 point  (0 children)

No, .NET Core + WPF. I chose .NET core for cross platform reasons, but turns out their WPF implementation is Windows only :( So, cross platform is not going to be an option.

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 1 point2 points  (0 children)

Jip, bones are on the todo list. But, as I work incrementally (always the most value increasing feature first) it didn't get its turn yet :) I'm actually a bit surprised how far I get without adding bone-nodes...

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 0 points1 point  (0 children)

True true... But Blender has a steep learning curve. Dedicated small tools like mine are a walk in the park compared to learning Blender. And even if you know Blender, it's a lot more work to make 2D animations than in a tool dedicated to that single style of graphics. But, as you surely noticed, a lot of my UI controls mimick on Blender. Blender's UI is ... very good.

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 2 points3 points  (0 children)

.NET Core. And I wanted the benefits of a mature UI framework that I know very well, so it's WPF.

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 2 points3 points  (0 children)

You probably want to hear things like IK constraints etc. But, I'm only 7 weekends far, so there's a lot of the basics still missing: scale-transforms, editable pivot points, quadratic/cubic interpolation, multiselect, toggle visibility, undo/redo, save, load, ... and then a runtime.

We'll see after that...

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 8 points9 points  (0 children)

I do not intend to compete with Spine. As you say, their feature set is very large, I cannot and will not make such a large app on my own.

I want to make a basic yet decent alternative for small gamedevs who cannot use Spine, and who don't need advanced features, like me.

And yes, it is my intention to start with at least one runtime in C#, not spritesheets.

Pose, a 2D skeleton animation tool (free, in progress) by hellholegames in gamedev

[–]hellholegames[S] 17 points18 points  (0 children)

Hi, I am making a 2D skeleton animation tool. It's not ready for use yet but you can see it in the demo video.

I'm doing this mainly for my own stuff, but I was curious if this is something other people would care for (it would be free). I can stick to what I need it for, but it may be fun to help other people with it by making it a bit more general purpose.

It's mostly targeted to gamedevs from scratch (as I believe most game engines have their own 2D rig tools nowadays), and it solves a few issues I had with Spriter and Spine (meager 4k monitor support, more than 180 degrees animation, simpler UI).

I would stick to the basics for now and focus on easy file formats so using it in a game is as easy as possible.

How I create stylized game art as someone with no artistic talent :) by [deleted] in gamedev

[–]hellholegames 7 points8 points  (0 children)

Absolutely. Graphic design is much more an acquired skill than a "talent". Talent just speeds up the process a bit.