dragon bones Π°Π½ΠΈΠΌΠ°ΡΠΈΡ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ°
ΠΠ½ΠΈΠΌΠ°ΡΠΈΡ Π² DragonBone Π΄Π»Ρ Ρ ΡΠ΄ΠΎΠΆΠ½ΠΈΠΊΠΎΠ² ΡΠ°ΡΡΡ 1
ΠΠ²ΡΠΎΡ ΡΡΠ°ΡΡΠΈ: ΠΠΈΠΊΡΠΎΡΠΈΡ ΠΡΡΠΎΠ²Π°
ΠΠΎΠ³Π΄Π°-ΡΠΎ ΠΌΠ΅Π½Ρ ΠΎΡΠ΅Π½Ρ Π²Π΄ΠΎΡ Π½ΠΎΠ²ΠΈΠ»ΠΈ ΡΠ°Π±ΠΎΡΡ, ΠΊΠΎΡΠΎΡΡΠ΅ ΠΌΠΎΠΆΠ½ΠΎ ΡΠΎΠ·Π΄Π°ΡΡ Π² ΡΡΠΎΠΉ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ΅ ΠΈ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΡ ΠΈΠΌΠΏΠΎΡΡΠ° Π² ΠΈΠ³ΡΡ Π±ΡΠ»Π° Π΄Π»Ρ ΠΌΠ΅Π½Ρ ΠΈΠ½ΡΠ΅ΡΠ΅ΡΠ½ΠΎΠΉ ΠΏΠ΅ΡΡΠΏΠ΅ΠΊΡΠΈΠ²ΠΎΠΉ ΡΠ°Π·Π²ΠΈΡΠΈΡ. ΠΡΠ΅Π³Π΄Π° Π²Π΅Π΄Ρ Ρ ΠΎΡΠΎΡΠΎ ΠΈΠΌΠ΅ΡΡ Β«Π·Π°ΠΏΠ°ΡΠ½ΠΎΠΉ Π°ΡΡΠΎΠ΄ΡΠΎΠΌΒ» ΠΈ Π΄ΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΡΠΉ ΠΏΡΠ½ΠΊΡ Π² ΠΏΠΎΡΡΡΠΎΠ»ΠΈΠΎ Π½Π° ΡΠ»ΡΡΠ°ΠΉ Π΅ΡΠ»ΠΈ ΠΎΡΠ½ΠΎΠ²Π½Π°Ρ ΡΠ°Π±ΠΎΡΠ° ΠΏΠΎ ΠΊΠ°ΠΊΠΎΠΉ-ΡΠΎ ΠΏΡΠΈΡΠΈΠ½Π΅ Π½Π°ΠΊΡΠΎΠ΅ΡΡΡ ΠΌΠ΅Π΄Π½ΡΠΌ ΡΠ°Π·ΠΎΠΌ π
ΠΡΠ΅ΠΆΠ΄Π΅ ΡΠ΅ΠΌ Π²Ρ ΠΏΡΠΎΠ΄ΠΎΠ»ΠΆΠΈΡΠ΅ ΡΠΈΡΠ°ΡΡ, Ρ ΡΡΠΎΡΠ½Ρ β Ρ Ρ ΡΠ΄ΠΎΠΆΠ½ΠΈΠΊΠΎΠ² Π΄Π»Ρ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ Π΅ΡΡΡ ΠΌΠ½ΠΎΠΆΠ΅ΡΡΠ²ΠΎ Π΄ΡΡΠ³ΠΈΡ Π·Π°ΠΌΠ΅ΡΠ°ΡΠ΅Π»ΡΠ½ΡΡ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌ (Adobe Flash/Animate, Anime Studio Pro 11 ΠΈ Π΄ΡΡΠ³ΠΈΠ΅), Π½ΠΎ Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π»Π° ΠΈΠΌΠ΅Π½Π½ΠΎ DragonBone ΡΠΎΠ»ΡΠΊΠΎ ΡΠ°Π΄ΠΈ ΡΠ°ΠΌΠΎΡΠ°Π·Π²ΠΈΡΠΈΡ. Π Ρ Ρ ΠΎΡΡ ΡΠ°ΡΡΠΊΠ°Π·Π°ΡΡ ΠΈΠΌΠ΅Π½Π½ΠΎ ΠΎ ΡΠ²ΠΎΡΠΌ ΠΌΠ΅ΡΠΎΠ΄Π΅ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ Π±Π΅Π· ΠΏΡΠΎΡΠ΅ΡΡΠΈΠΎΠ½Π°Π»ΡΠ½ΡΡ ΡΠ΅ΡΠΌΠΈΠ½ΠΎΠ². ΠΠ½ ΠΎΡΠ΅Π½Ρ ΡΠΏΡΠΎΡΡΠ½ Π² ΡΡΠ°Π²Π½Π΅Π½ΠΈΠΈ Ρ Π±ΠΎΠ»Π΅Π΅ ΡΡΠ°Π½Π΄Π°ΡΡΠ½ΡΠΌ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΠ΅ΠΌ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ β ΡΠΎΠ·Π΄Π°Π½ΠΈΠ΅ΠΌ 2D Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ ΠΊ ΠΈΠ³ΡΠ°ΠΌ.
ΠΡΠΈΠ½ΡΠΈΠΏ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΡΠΊΠ΅Π»Π΅ΡΠ½ΠΎΠΉ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ Π² Π»ΡΠ±ΠΎΠΉ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ΅ ΠΏΡΠΈΠΌΠ΅ΡΠ½ΠΎ ΠΎΠ΄ΠΈΠ½Π°ΠΊΠΎΠ² β Π΅ΡΡΡ ΡΠ»ΠΎΠΈ Ρ ΡΠ΅ΠΊΡΡΡΡΠ°ΠΌΠΈ, ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½Π°Π»ΡΠ½ΡΠ΅ ΡΠ΅ΡΠΊΠΈ, Π²Π΅Ρ, ΠΊΠΎΡΡΠΈ ΠΈ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈΠΉ ΡΠ°ΡΡΡΡ ΠΈΡΠΊΠ°ΠΆΠ΅Π½ΠΈΡ ΠΏΡΠΈ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠΈ ΠΈΠ· ΡΠΎΡΠΊΠΈ Π Π² ΡΠΎΡΠΊΡ Π. Π£ΠΌΠ΅Ρ Π°Π½ΠΈΠΌΠΈΡΠΎΠ²Π°ΡΡ 2D Π² Π»ΡΠ±ΠΎΠΉ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ΅, Π²Ρ Π±ΡΡΡΡΠΎ ΠΎΡΠ²ΠΎΠΈΡΠ΅ΡΡ Π² Π΄ΡΡΠ³ΠΈΡ . ΠΠ°ΠΆΠ΅ ΠΈΠ·ΡΡΠΈΡΡ 3D Π°Π½ΠΈΠΌΠ°ΡΠΈΡ Π±ΡΠ΄Π΅Ρ Π² ΡΠ°Π·Ρ Π»Π΅Π³ΡΠ΅. Π’Π°ΠΊ ΡΡΠΎ ΡΡΠΈ Π½Π°Π²ΡΠΊΠΈ ΠΈ Π·Π½Π°Π½ΠΈΡ Π½ΠΈΠΊΠΎΠ³Π΄Π° Π½Π΅ Π±ΡΠ΄ΡΡ Π»ΠΈΡΠ½ΠΈΠΌΠΈ!
ΠΠΠΠΠ ΠΠ ΠΠΠ ΠΠΠ
ΠΠ»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ 2D Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ Ρ ΠΈΠΌΠΏΠΎΡΡΠΎΠΌ Π² ΠΈΠ³ΡΡ ΠΏΡΠΎΡΠ΅ΡΡΠΈΠΎΠ½Π°Π»Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡΡ Π² ΠΎΡΠ½ΠΎΠ²Π½ΠΎΠΌ Spine. ΠΠ½Π° ΠΏΡΠΎΡΠ΅ΡΡΠΈΠΎΠ½Π°Π»ΡΠ½Π°Ρ, ΠΊ Π½Π΅ΠΉ ΠΏΠΎΡΡΠΎΡΠ½Π½ΠΎ Π²ΡΡ ΠΎΠ΄ΡΡ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΡ, Π΅ΡΡΡ ΠΎΠ³ΡΠΎΠΌΠ½ΠΎΠ΅ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠ΅ΠΉ ΠΈ ΠΌΠ½ΠΎΠ³ΠΈΠ΅ ΠΏΡΠΎΡΠ΅ΡΡΡ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΠ·ΠΈΡΠΎΠ²Π°Π½Ρ. ΠΠΎ Π΅ΡΡΡ ΠΎΠ΄ΠΈΠ½ ΠΌΠ°Π°Π°Π»Π΅Π½ΡΠΊΠΈΠΉ ΠΌΠΈΠ½ΡΡ β ΡΠ΅Π½Π°. Π Ρ Π΅Ρ Π΄Π°ΠΆΠ΅ Π²ΡΠ»ΡΡ ΠΏΡΠΎΠΈΠ·Π½ΠΎΡΠΈΡΡ Π±ΠΎΡΡΡ.
ΠΡΠ»ΠΈ Π΄ΡΠΌΠ°Π΅ΡΠ΅, ΡΡΠΎ Π΅Ρ ΠΌΠΎΠΆΠ½ΠΎ ΡΠΏΠΈΡΠ°ΡΠΈΡΡ β ΡΠΏΠ΅ΡΡ Π²Π°Ρ ΠΎΠ³ΠΎΡΡΠΈΡΡ. PRO Π²Π΅ΡΡΠΈΠΈ (Π° ΡΠΌΡΡΠ» ΠΈΠΌΠ΅Π΅Ρ ΡΠΎΠ»ΡΠΊΠΎ ΠΎΠ½Π°) Π² ΡΠ²ΠΎΠ±ΠΎΠ΄Π½ΠΎΠΌ Π΄ΠΎΡΡΡΠΏΠ΅ ΡΠ΅ΠΉΡΠ°Ρ ΠΠΠ’ Π‘ΠΠΠ‘ΠΠ. ΠΡΡΡ ΡΠΎΠ»ΡΠΊΠΎ Π²Π·Π»ΠΎΠΌΠ°Π½Π½ΡΠ΅ ΡΡΠ°Π½Π΄Π°ΡΡΠ½ΡΠ΅ Π²Π΅ΡΡΠΈΠΈ, Π½ΠΎ Π² Π½ΠΈΡ ΠΎΡΡΡΡΡΡΠ²ΡΠ΅Ρ ΠΏΠΎΠ΄Π΄Π΅ΡΠΆΠΊΠ° ΠΌΠ΅ΡΠ°. Π Π±Π΅Π· ΠΌΠ΅ΡΠ° ΡΠΌΡΡΠ»Π° Π² ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ΅ β 0.
ΠΠ»Ρ Π΄Π°Π»ΡΠ½Π΅ΠΉΡΠ΅ΠΉ ΡΠ°Π±ΠΎΡΡ ΠΈ ΠΎΠ±ΡΡΠ΅Π½ΠΈΡ Π½Π°ΠΌ ΠΏΠΎΠ½Π°Π΄ΠΎΠ±ΡΡΡΡ Π΄Π²Π΅ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ β Adobe Photoshop Π‘Π‘ 2017 Π³ΠΎΠ΄Π° ΠΈ DragonBone (Π½Π° Π΄Π°Π½Π½ΡΠΉ ΠΌΠΎΠΌΠ΅Π½Ρ Ρ ΠΌΠ΅Π½Ρ Π²Π΅ΡΡΠΈΡ 5.6.2). ΠΠ»Ρ ΡΠ°ΠΌΠΎΠ³ΠΎ ΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ Ρ Π΄ΠΎΠΏΠΎΠ»Π½ΠΈΡΠ΅Π»ΡΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΡ SAI, Π½ΠΎ ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡΡΡ ΠΈΠΌ ΠΈΠ»ΠΈ Π½Π΅Ρ ΡΡΠΎ ΡΠΆΠ΅ Π²Π°ΡΠ΅ Π»ΠΈΡΠ½ΠΎΠ΅ Π΄Π΅Π»ΠΎ.
ΠΠΠΠΠΠΠΠΠ‘Π’Π Π‘ΠΠΠΠΠ’ΠΠΠ ΠΠΠΠΠΠ¦ΠΠ Π‘ ΠΠΠ¨ΠΠ
Π ΠΎΡΠ»ΠΈΡΠΈΠΈ ΠΎΡ ΠΏΠΎΠΊΠ°Π΄ΡΠΎΠ²ΠΎΠΉ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ, Π² ΡΠΊΠ΅Π»Π΅ΡΠ½ΠΎΠΉ Π½Π΅ ΡΡΠ΅Π±ΡΠ΅ΡΡΡ ΠΎΡΡΠΈΡΠΎΠ²ΡΠ²Π°ΡΡ ΠΊΠ°ΠΆΠ΄ΡΠΉ ΠΎΡΠ΄Π΅Π»ΡΠ½ΡΠΉ ΠΊΠ°Π΄Ρ β ΠΊΠΎΠΌΠΏΡΡΡΠ΅Ρ ΡΠ°ΠΌ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡ ΡΠ°ΡΡΡΡΡ.
ΠΠ±ΡΡΠ½ΠΎ ΠΏΡΠΈ ΡΠΏΠΎΠΌΠΈΠ½Π°Π½ΠΈΠΈ ΡΠΊΠ΅Π»Π΅ΡΠ½ΠΎΠΉ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ Π½Π° ΡΠΌ ΠΏΡΠΈΡ ΠΎΠ΄ΡΡ Π½Π΅ ΡΠ°ΠΌΡΠ΅ ΠΊΡΠ°ΡΠΈΠ²ΡΠ΅ ΠΈ Π΄ΠΎΠ²ΠΎΠ»ΡΠ½ΠΎ Β«Π΄Π΅ΡΠ΅Π²ΡΠ½Π½ΡΠ΅Β» ΠΏΡΠΈΠΌΠ΅ΡΡ, Π½ΠΎ Π΄Π°Π²Π°ΠΉΡΠ΅ Ρ ΠΏΡΠΎΡΡΠΎ ΠΏΠΎΠΊΠ°ΠΆΡ Π²Π°ΠΌ ΠΏΠ°ΡΡ Π²ΠΈΠ΄Π΅ΠΎ ΠΈ Π΄ΡΠΌΠ°Ρ Π²Ρ ΠΈΠ·ΠΌΠ΅Π½ΠΈΡΠ΅ ΡΠ²ΠΎΡ ΠΌΠ½Π΅Π½ΠΈΠ΅ π
Dragon Bones: ΡΠΎΠ·Π΄Π°Π½ΠΈΠ΅ 2D ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° ΠΈ ΡΠΊΠ΅Π»Π΅ΡΠ½Π°Ρ, mesh-Π°Π½ΠΈΠΌΠ°ΡΠΈΡ
ΠΠΎΠ±ΡΡΠΉ Π΄Π΅Π½Ρ, ΡΠΈΡΠ°ΡΠ΅Π»Ρ! Π ΡΡΠΎΠΉ ΡΡΠ°ΡΡΠ΅ ΡΠ°ΡΡΠΌΠΎΡΡΠΈΠΌ ΠΏΡΠΎΡΠ΅ΡΡ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ ΡΠΈΠΏΠΈΡΠ½ΠΎΠ³ΠΎ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ° Π½Π°ΡΠ΅ΠΉ Π΄Π΅Π±ΡΡΠ½ΠΎΠΉ ΠΈΠ³ΡΡ Kidarian Adventures. Π― ΠΏΡΠΎΠ΄Π΅ΠΌΠΎΠ½ΡΡΡΠΈΡΡΡ ΡΠ²ΠΎΡ ΠΏΡΠΈΠ²ΡΡΠ½ΡΡ ΡΡΡΡΠΊΡΡΡΡ ΡΠ°Π±ΠΎΡΡ, ΠΎΠ΄Π½Π°ΠΊΠΎ, Π·Π°ΠΎΡΡΡΡ Π²Π½ΠΈΠΌΠ°Π½ΠΈΠ΅ Π½Π° ΡΠΎΠ·Π΄Π°Π½ΠΈΠΈ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ Π² Dragon Bones, ΠΏΡΠΈΠ»ΠΎΠΆΡ ΠΏΠΎΡΡΠ½Π΅Π½ΠΈΡ ΠΈ ΡΠ°ΠΌΠΎΠΏΠΈΡΠ½ΡΠ΅ Π²ΠΈΠ΄Π΅ΠΎ-ΡΡΡΠΎΡΠΈΠ°Π»Ρ.
Π’Π΅ΠΊΡΡΠ°Ρ Π·Π°Π΄Π°ΡΠ°: Π Π΅Π΄ΠΈΠ·Π°ΠΉΠ½ ΠΌΠΎΡΠ°Π»ΡΠ½ΠΎ ΡΡΡΠ°ΡΠ΅Π²ΡΠ΅ΠΉ ΠΌΠΎΠ΄Π΅Π»ΠΈ ΡΡΠ°Π½Π΄Π°ΡΡΠ½ΠΎΠ³ΠΎ Π»Π΅ΡΠ°ΡΡΠ΅Π³ΠΎ ΠΌΠΎΠ½ΡΡΡΠ° ΠΏΠΎΠ»ΡΠ³ΠΎΠ΄ΠΎΠ²ΠΎΠΉ Π΄Π°Π²Π½ΠΎΡΡΠΈ. ΠΠ΅ΡΡΡΠ°Ρ ΠΌΡΡΡ Π½Π΅ ΡΡΠΏΠ΅Π»Π° Π·Π° Π½Π°ΡΠΈΠΌ ΡΠΊΠΈΠ»ΠΎΠΌ ΠΈ ΡΡΠ°Π»Π° Π½Π΅ Π°ΠΊΡΡΠ°Π»ΡΠ½ΠΎΠΉ Π² ΡΠ°ΠΌΠΊΠ°Ρ Π²ΡΠ±ΡΠ°Π½Π½ΠΎΠ³ΠΎ Π½Π°ΠΌΠΈ Π³ΡΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ³ΠΎ ΡΡΠΈΠ»Ρ.
ΠΠΎΠ΄Π΅Π»Ρ ΠΊΠΎΡΠΎΡΡΡ Π±ΡΠ΄Π΅ΠΌ ΠΏΠ΅ΡΠ΅Π΄Π΅Π»ΡΠ²Π°ΡΡ
ΠΠ°ΠΊ ΠΌΠΈΠ½ΠΈΠΌΡΠΌ, Π·Π°Π΄Π°ΡΠ° Ρ Π½Π°Ρ ΠΈΠ·Π½Π°ΡΠ°Π»ΡΠ½ΠΎ ΡΠ»Π΅Π³ΠΊΠ° ΡΠΏΡΠΎΡΠ΅Π½Π°: Π½Π΅ Π½ΡΠΆΠ½ΠΎ ΠΈΡΠΊΠ°ΡΡ ΠΊΠΎΠ½ΡΠ΅ΠΏΡΠΈΡ Π΄Π»Ρ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ°, Π½ΠΎ, ΡΠ΅ΠΌ Π½Π΅ ΠΌΠ΅Π½Π΅Π΅, ΡΠ°Π±ΠΎΡΠ° Π±ΡΠ΄Π΅Ρ ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΡΡΡ ΠΏΡΠ°ΠΊΡΠΈΡΠ΅ΡΠΊΠΈ Ρ Π½ΡΠ»Π΅Π²ΠΎΠΉ ΡΠΎΡΠΊΠΈ.
ΠΡΠ°ΠΏ 1: Π Π°Π±ΠΎΡΠ° Ρ ΡΠ΅ΡΠ΅ΡΠ΅Π½ΡΠ°ΠΌΠΈ
Π‘ΡΠ΅Π΄ΠΈ Π»ΡΠ΄Π΅ΠΉ, ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡΠΈΡ Π³ΡΠ°ΡΠΈΡΠ΅ΡΠΊΠΈΠΉ ΠΊΠΎΠ½ΡΠ΅Π½Ρ, Π½ΠΈΡΠ΅Π³ΠΎ Π½Π΅ Π±Π΅ΡΠ΅ΡΡΡ Π½Π° ΠΏΡΡΡΠΎΠΌ ΠΌΠ΅ΡΡΠ΅. ΠΠΈΠΊΠΎΠ³Π΄Π° Π½Π΅ Π²Π΅ΡΠΈΠ» ΡΠ΅ΠΌ Π»ΡΠ΄ΡΠΌ, ΠΊΠΎΡΠΎΡΡΠ΅ ΡΠΈΠ΄Ρ Π½Π° ΡΡΡΠ»Π΅ ΠΊΡΠΈΡΠ°Ρ: βΠ Π²Π΄ΠΎΡ Π½ΠΎΠ²Π΅Π½ΠΈΠ΅!β, ΠΈ Π½Π°ΡΠΈΠ½Π°ΡΡ ΠΌΠ°Π»Π΅Π²Π°ΡΡ ΡΠ΅Π΄Π΅Π²ΡΡ.
Π ΡΡΠΎΠΌΡ Π΅ΡΡΡ ΡΠ°ΠΌΡΠ΅ ΠΏΡΠΎΡΡΡΠ΅ ΠΎΠ±ΡΡΡΠ½Π΅Π½ΠΈΡ: βΠ§Π΅ΡΡ Π²ΠΎΠ·ΡΠΌΠΈ, ΠΌΠΎΡ ΠΌΡΡΡ ΡΠ°ΠΊΠ°Ρ Π΄ΡΡΠ°ΡΠΊΠ°Ρ, ΠΏΠΎΡΠΎΠΌΡ ΡΡΠΎ Ρ Π΄Π°ΠΆΠ΅ Π½Π΅ Π·Π½Π°Ρ ΠΊΠ°ΠΊ Π²ΡΠ³Π»ΡΠ΄ΡΡ Π»Π΅ΡΡΡΠΈΠ΅ ΠΌΡΡΠΈ! ΠΠ΅Π· ΡΠ΅ΡΠ΅ΡΠ΅Π½ΡΠΎΠ² Ρ Π½Π°ΡΠΈΡΠΎΠ²Π°Π» ΠΏΡΠΎΡΡΠΎ ΡΠ°ΡΠΈΠΊ Ρ ΠΊΡΡΠ»ΡΡΠΌΠΈ!β.
ΠΡΠ°ΠΊ, ΠΎΡΠΊΡΡΠ²Π°Π΅ΠΌ Π³ΡΠ³Π» ΠΈ Π½Π°ΡΠΈΠ½Π°Π΅ΠΌ βΠ²Π΄ΠΎΡ Π½ΠΎΠ²Π»ΡΡΡΡΡβ Π½Π°ΡΡΠΎΡΡΠΈΠΌΠΈ Π»Π΅ΡΡΡΠΈΠΌΠΈ ΠΌΡΡΠ°ΠΌΠΈ, ΡΡΡΠΎΠ΅Π½ΠΈΠ΅ΠΌ ΠΈΡ ΡΡΠ»ΠΎΠ²ΠΈΡΠ° ΠΈ ΠΌΠΎΡΠ΄ΠΎΡΠΊΠ°ΠΌΠΈ. Π Π°Π·Π±Π΅ΡΠ΅ΠΌ ΡΡΡΠΎΠ΅Π½ΠΈΠ΅ Π½Π° ΠΏΡΠΈΠΌΠ΅ΡΠ΅:
ΠΠΏΡΠ΅Π΄Π΅Π»ΡΡΡΡ Ρ ΠΎΠ±ΡΠΈΠΌΠΈ ΡΠΎΡΠΌΠ°ΠΌΠΈ ΠΈ ΠΏΡΠΎΠΏΠΎΡΡΠΈΡΠΌΠΈ. ΠΠ°ΡΠΈΠ½Π°Ρ ΠΏΠΎΠ΄ΠΌΠ΅ΡΠ°ΡΡ ΠΎΡΠΎΠ±Π΅Π½Π½ΠΎΡΡΠΈ ΡΡΡΠΎΠ΅Π½ΠΈΡ ΠΈ ΠΊΡΠ΅ΠΏΠ»Π΅Π½ΠΈΡ ΠΊΡΡΠ»ΡΠ΅Π². ΠΡΡΠ»ΡΡ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»ΡΡΡ ΠΈΠ· ΡΠ΅Π±Ρ ΠΊΠ°ΡΠΊΠ°Ρ Ρ Π½Π°ΡΡΠ½ΡΡΡΠΌΠΈ ΠΏΠ΅ΡΠ΅ΠΏΠΎΠ½ΠΊΠ°ΠΌΠΈ. ΠΠΌΠ΅ΡΡΡΡ ΠΌΠ°Π»Π΅Π½ΡΠΊΠΈΠ΅ Π½ΠΎΠΆΠΊΠΈ ΠΈ Π±ΠΎΠ»ΡΡΠΈΠ΅ ΡΡΠΈ. Π Π΅ΡΠ»ΠΈ Ρ ΡΡΠ»ΠΎΠ²ΠΈΡΠ΅ΠΌ Π²ΡΠ΅ ΠΏΠΎΠ½ΡΡΠ½ΠΎ (Ρ ΠΎΡΡ Π² ΠΏΡΠ΅Π΄ΡΠ΄ΡΡΠ΅ΠΉ Π²Π΅ΡΡΠΈΠΈ Ρ ΡΠΌΡΠ΄ΡΠΈΠ»ΡΡ Π½Π°ΡΠΈΡΠΎΠ²Π°ΡΡ ΠΊΡΡΠ»ΡΡ Π²Π²Π΅ΡΡ Π½ΠΎΠ³Π°ΠΌΠΈ), ΡΠΎ Ρ ΠΌΠΎΡΠ΄ΠΎΠΉ Ρ Π»Π΅ΡΡΡΠΈΡ ΠΌΡΡΠ΅ΠΉ Π²ΡΠ΅ ΠΊΡΠ΄Π° ΡΠ»ΠΎΠΆΠ½Π΅Π΅, ΠΈ Π·Π°ΡΠ°ΡΡΡΡ Π²ΡΠ³Π»ΡΠ΄ΡΡ ΠΎΠ½ΠΈ Π½Ρβ¦ Π½Π΅ ΠΎΡΠ΅Π½Ρ.
ΠΡΠ°ΠΏ 2: ΠΠ°Π±ΡΠΎΡΠΊΠΈ
ΠΠΎΡΠ»Π΅ ΡΠΎΠ³ΠΎ ΠΊΠ°ΠΊ ΠΎΠΏΡΠ΅Π΄Π΅Π»ΠΈΠ»ΠΈ ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΡΡ Π°Π½Π°ΡΠΎΠΌΠΈΡ, ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡΠΈΡΡΡΠΏΠΈΡΡ ΠΊ Π²ΠΈΠ·ΡΠ°Π»ΠΈΠ·Π°ΡΠΈΠΈ. ΠΠΎΠΏΡΠΎΠ±ΠΎΠ²Π°Π» ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ ΡΠ°Π·Π½ΡΠ΅ ΡΠΎΡΠΌΡ ΡΡΠ»ΠΎΠ²ΠΈΡΠ°, ΠΏΡΠΈΠ΄Π°Π² ΠΈΠΌ ΡΠ»Π΅Π³ΠΊΠ° Π±ΠΎΠ»Π΅Π΅ Π³ΡΠΎΡΠ΅ΡΠΊΠ½ΡΠΉ Π²ΠΈΠ΄, Π½Π° ΠΏΠΎΠ΄ΠΎΠ±ΠΈΠ΅ Π»Π΅ΡΠ°ΡΡΠΈΡ ΡΠ΅ΡΡΠ΅ΠΉ ΠΈΠ»ΠΈ ΠΊΡΡΠΏΠ½ΡΡ Π·Π²Π΅ΡΠ΅ΠΉ. Π ΠΈΡΠΎΠ³Π΅, ΠΏΡΠΈΡΠ΅Π» ΠΊ Π²ΡΠ²ΠΎΠ΄Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ ΠΈΠ·Π½Π°ΡΠ°Π»ΡΠ½ΡΠΉ ΠΏΠ»Π°Π½ Ρ ΠΌΠ°Π»Π΅Π½ΡΠΊΠΈΠΌ ΡΡΠ»ΠΎΠ²ΠΈΡΠ΅ΠΌ, Π»Π°ΠΏΠΊΠ°ΠΌΠΈ ΡΠ·Π°Π΄ΠΈ ΠΈ Π±ΠΎΠ»ΡΡΠΈΠΌΠΈ ΠΊΡΡΠ»ΡΡΠΌΠΈ.
ΠΠ΅ΡΠΊΠΎΠ»ΡΠΊΠΎ ΡΠ°Π±ΠΎΡΠΈΡ
Π²Π°ΡΠΈΠ°Π½ΡΠΎΠ²
ΠΡΠ°ΡΠΊΠ°Ρ Π²ΡΠ΄Π΅ΡΠΆΠΊΠ° ΠΈΠ· ΠΏΡΠΎΡΠ΅ΡΡΠ°
ΠΡΠ°ΠΏ 2: ΠΡΡΠΈΡΠΎΠ²ΠΊΠ°/ΠΠ΅ΠΊΡΠΎΡΠΈΠ·Π°ΡΠΈΡ
ΠΡΠ°ΠΏ 3. ΠΠ½ΠΈΠΌΠ°ΡΠΈΡ
ΠΠ½ΠΈΠΌΠΈΡΠΎΠ²Π°ΡΡ Π±ΡΠ΄Π΅ΠΌ Π² Dragon Bones. ΠΡΠΎ Π±Π΅ΡΠΏΠ»Π°ΡΠ½ΡΠΉ ΠΊΠΈΡΠ°ΠΉΡΠΊΠΈΠΉ Π°Π½Π°Π»ΠΎΠ³ Spine, ΠΏΡΠ΅Π΄ΠΎΡΡΠ°Π²Π»ΡΡΡΠΈΠΉ ΠΏΠΎΠ½ΡΡΠ½ΡΠΉ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ ΠΈ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ ΡΠΊΠ΅Π»Π΅ΡΠ½ΠΎΠΉ ΠΈ mesh-Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ. Dragon bones ΡΠ°ΡΠΏΡΠΎΡΡΡΠ°Π½ΡΠ΅ΡΡΡ Π±Π΅ΡΠΏΠ»Π°ΡΠ½ΠΎ ΠΈ Π΅Π³ΠΎ ΠΌΠΎΠΆΠ½ΠΎ ΡΠΊΠ°ΡΠ°ΡΡ Ρ ΠΎΡ. ΡΠ°ΠΉΡΠ°.
Π ΡΠΎΠΆΠ°Π»Π΅Π½ΠΈΡ ΡΠ΅ΠΉΡΠ°Ρ ΠΊΠΎΠΌΡΡΠ½ΠΈΡΠΈ Ρ Π΄Π°Π½Π½ΠΎΠ³ΠΎ ΠΠ Π½Π΅ ΡΠ»ΠΈΡΠΊΠΎΠΌ ΡΠΈΡΠΎΠΊΠΎΠ΅, ΠΈ Π΄Π°ΠΆΠ΅ Π½Π° Π°Π½Π³Π»ΠΈΠΉΡΠΊΠΎΠΌ ΡΠ·ΡΠΊΠ΅ ΡΡΡΠΎΡΠΈΠ°Π»ΠΎΠ² Π½Π΅ ΠΌΠ½ΠΎΠ³ΠΎ, Π² ΠΎΡΠ½ΠΎΠ²Π½ΠΎΠΌ Π²ΡΡ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΡ Π½Π° ΠΊΠΈΡΠ°ΠΉΡΠΊΠΎΠΌ.
ΠΡΠ°ΡΠΊΠ°Ρ Π²ΡΠΏΠΈΡΠΊΠ° ΠΏΡΠΎΠΈΡΡ ΠΎΠ΄ΡΡΠ΅Π³ΠΎ Π½Π° Π²ΠΈΠ΄Π΅ΠΎ Π²ΡΡΠ΅
ΠΠ°Π»Π΅Π΅ Π½ΡΠΆΠ½ΠΎ ΠΏΡΠ΅ΠΎΠ±ΡΠ°Π·ΠΎΠ²Π°ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΡ Π² mesh, ΡΡΠΎΠ±Ρ ΠΏΠΎΡΠ²ΠΈΠ»Π°ΡΡ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΡ ΠΈΠ·ΠΌΠ΅Π½ΡΡΡ ΠΈΡ ΡΠΎΡΠΌΡ ΡΠ°ΠΊ, ΠΊΠ°ΠΊ Π½Π°ΠΌ Π½ΡΠΆΠ½ΠΎ. ΠΠ»Ρ ΡΡΠΎΠ³ΠΎ Π²ΡΠ΄Π΅Π»ΡΠ΅ΠΌ ΠΎΠ±ΡΠ΅ΠΊΡ Π½Π° ΡΡΠ΅Π½Π΅, ΡΠ»Π΅Π²Π° ΡΡΠ°Π²ΠΈΠΌ Π³Π°Π»ΠΎΡΠΊΡ Π½Π°ΠΏΡΠΎΡΠΈΠ² mesh, ΠΏΠΎΡΠ»Π΅ ΡΡΠΎΠ³ΠΎ Π½Π°ΠΆΠΈΠΌΠ°Π΅ΠΌ Edit mesh ΠΈ Π½Π°ΡΠΈΠ½Π°Π΅ΠΌ ΠΎΡΡΠΈΡΠΎΠ²ΡΠ²Π°ΡΡ ΡΠ΅ΡΠΊΡ ΡΠ°ΠΊΠΈΠΌ ΠΎΠ±ΡΠ°Π·ΠΎΠΌ, ΡΡΠΎΠ±Ρ ΠΈΠ·ΠΎΠ±ΡΠ°ΠΆΠ΅Π½ΠΈΡ Π½ΠΈΠ³Π΄Π΅ Π½Π΅ ΠΈΡΠΊΠ°ΠΆΠ°Π»ΠΎΡΡ ΠΈ Π½Π΅ ΠΎΠ±ΡΠ΅Π·Π°Π»ΠΎΡΡ. ΠΡΠΎΠ±ΠΎΠ΅ Π²Π½ΠΈΠΌΠ°Π½ΠΈΠ΅ ΡΠ΄Π΅Π»ΡΠ΅ΠΌ ΡΠ΅Π±ΡΠ°ΠΌ ΠΆΠ΅ΡΡΠΊΠΎΡΡΠΈ, ΡΠ°ΠΊΠΈΠΌ ΠΊΠ°ΠΊ ΠΊΠΎΡΡΠΈ Π² ΠΊΡΡΠ»Π΅, ΠΊΠΎΡΠΎΡΡΠ΅ Π±ΡΠ΄ΡΡ ΡΠ³ΠΈΠ±Π°ΡΡΡΡ.
UPD. ΠΠ»Ρ Π»ΡΡΡΠ΅ΠΉ ΠΎΠΏΡΠΈΠΌΠΈΠ·Π°ΡΠΈΠΈ Π² ΠΈΠ³ΡΠΎΠ²ΡΡ
Π΄Π²ΠΈΠΆΠΊΠ°Ρ
, ΡΠ΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΠ΅ΡΡΡ Π΄Π΅Π»Π°ΡΡ ΠΌΠΈΠ½ΠΈΠΌΡΠΌ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ΠΎΠ² Π² ΠΌΠΎΠ΄Π΅Π»ΠΈ. Π ΡΠ°ΠΌΠΊΠ°Ρ
ΠΈΠ³ΡΡ ΠΈ Π»Π΅ΡΡΡΠ΅ΠΉ ΠΌΡΡΠΈ, ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ ΠΏΠΎΠ»ΠΈΠ³ΠΎΠ½ΠΎΠ² Π½Π΅ ΡΠΈΠ»ΡΠ½ΠΎ Π²Π»ΠΈΡΠ΅Ρ Π½Π° ΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΡ, ΠΏΠΎΡΡΠΎΠΌΡ ΠΌΠΎΠ³Ρ ΠΏΠΎΠ·Π²ΠΎΠ»ΠΈΡΡ Π±ΠΎΠ»ΡΡΠ΅
ΠΡΡ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΡ ΠΌΡ ΠΏΡΠΎΠ΄Π΅Π»ΡΠ²Π°Π΅ΠΌ ΡΠΎ Π²ΡΠ΅ΠΌΠΈ ΡΠ°ΡΡΡΠΌΠΈ, ΠΊΠΎΡΠΎΡΡΠ΅ Π±ΡΠ΄ΡΡ ΠΌΠΎΡΡΠΈΡΡΡΡ. Π ΠΎΡΠ½ΠΎΠ²Π½ΠΎΠΌ ΡΡΠΎ ΠΊΡΡΠ»ΡΡ ΠΈ Π³ΠΎΠ»ΠΎΠ²Π°. ΠΠ»Ρ ΡΠ΅Π»Π° Π±ΡΠ΄Π΅Ρ Π΄ΠΎΡΡΠ°ΡΠΎΡΠ½ΠΎΠΉ ΠΎΠ΄Π½ΠΎΠΉ ΡΠΎΠ»ΡΠΊΠΎ Π³Π°Π»ΠΎΡΠΊΠΈ mesh, ΡΠ΅ΡΠΊΠ° Π½Π΅ ΡΡΠ΅Π±ΡΠ΅ΡΡΡ, ΡΠ°ΠΊ ΠΊΠ°ΠΊ ΠΎΠ±ΡΠ΅ΠΊΡ Π±ΡΠ΄Π΅Ρ ΡΡΠ°ΡΠΈΡΠ΅Π½.
ΠΠΎΠ³Π΄Π° Π²ΡΠ΅ Π³ΠΎΡΠΎΠ²ΠΎ, ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡΠΎΠΊΠ»Π°Π΄ΡΠ²Π°ΡΡ ΠΊΠΎΡΡΠΈ. ΠΠ»Ρ ΡΡΠΎΠ³ΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΠΌ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½Ρ ΠΊΠΎΡΡΡ (bone) Π² ΠΏΡΠ°Π²ΠΎΠΌ Π²Π΅ΡΡ
Ρ ΡΠΊΡΠ°Π½Π°. ΠΠ° ΡΠΊΡΠ°Π½Π΅ Π²ΡΠ΅Π³Π΄Π° ΠΏΡΠΈΡΡΡΡΡΠ²ΡΠ΅Ρ ΠΈΠ·Π½Π°ΡΠ°Π»ΡΠ½Π°Ρ ΡΠΎΡΠΊΠ° β root.
ΠΡΠΎ Π±Π°Π·ΠΎΠ²Π°Ρ ΠΊΠΎΡΡΡ, ΠΊ ΠΊΠΎΡΠΎΡΠΎΠΉ ΠΏΠΎ ΡΠΌΠΎΠ»ΡΠ°Π½ΠΈΡ ΠΏΡΠΈΠ²ΡΠ·Π°Π½Π° Π²ΡΡ ΠΊΠΎΠΌΠΏΠΎΠ·ΠΈΡΠΈΡ, ΠΎΠ½Π° ΡΠ²Π»ΡΠ΅ΡΡΡ ΠΏΠ΅ΡΠ²ΠΎΠΉ ΡΠΎΠ΄ΠΈΡΠ΅Π»ΡΡΠΊΠΎΠΉ ΠΊΠΎΡΡΡΡ. ΠΡΠΈΠ²ΡΠ·ΠΊΠΈ ΠΊ ΡΠΎΠ΄ΠΈΡΠ΅Π»ΡΡΠΊΠΈΠΌ ΠΊΠΎΡΡΡΠΌ ΠΏΠΎΠΊΠ°Π·Π°Π½Ρ ΡΡΡΠ΅Π»ΠΎΡΠΊΠ°ΠΌΠΈ.
Π Π°ΡΡΠΈΡΡΠΎΠ²ΠΊΠ° ΡΠΎΠ΄ΠΈΡΠ΅Π»ΡΡΠΊΠΈΡ ΠΊΠΎΡΡΠ΅ΠΉ
ΠΡΠΎΠ»ΠΎΠΆΠΈΠ² ΠΊΠΎΡΡΠΈ, Π½ΡΠΆΠ½ΠΎ ΠΏΡΠΈΠ²ΡΠ·Π°ΡΡ ΠΈΡ ΠΊ ΠΌΠ΅ΡΡ, Π΄Π»Ρ ΡΡΠΎΠ³ΠΎ Π½Π°ΠΆΠΈΠΌΠ°Π΅ΠΌ ΠΊΠ½ΠΎΠΏΠΊΡ Add bones to bind, Π²ΡΠ΄Π΅Π»ΡΠ΅ΠΌ Π²ΡΠ΅ ΠΊΠΎΡΡΠΈ ΠΊΠΎΡΠΎΡΡΠ΅ ΠΏΡΠΈΠ½Π°Π΄Π»Π΅ΠΆΠ°Ρ ΠΊ ΡΠΏΡΠ°ΠΉΡΡ ΠΈ ΠΆΠΌΠ΅ΠΌ ΠΏΡΠ°Π²ΠΎΠΉ ΠΊΠ½ΠΎΠΏΠΊΠΎΠΉ ΠΌΡΡΠΈ, Π»ΠΈΠ±ΠΎ ΠΏΠΎ ΠΏΡΡΡΠΎΠΉ ΡΠ°ΡΡΠΈ ΡΠΊΡΠ°Π½Π°, Π»ΠΈΠ±ΠΎ Π½Π° Auto Generate Weight. ΠΠΎΡΡΠΈ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ ΠΏΡΠΈΠ²ΡΠΆΡΡΡΡ ΠΊ ΡΠΏΡΠ°ΠΉΡΡ, ΠΈΠΌ Π·Π°Π΄Π°ΡΡΡΡ Π·Π½Π°ΡΠ΅Π½ΠΈΠ΅ Weight. ΠΠ΅Π»ΠΈΡΠΈΠ½Π° Weight ΠΈΠ»ΠΈ Π² Π½Π°ΡΠΎΠ΄Π΅ βΠ²Π΅ΡΠ°β ΠΎΡΠ²Π΅ΡΠ°Π΅Ρ, ΠΊΠ°ΠΊ ΠΊΠΎΡΡΡ Π²Π»ΠΈΡΠ΅Ρ Π½Π° ΡΠΏΡΠ°ΠΉΡ. ΠΡΠΎ Π²Π°ΠΆΠ½ΠΎ Π² ΡΠ»ΡΡΠ°ΡΡ , ΠΊΠΎΠ³Π΄Π° ΠΊ ΠΎΠ΄Π½ΠΎΠΌΡ ΡΠΏΡΠ°ΠΉΡΡ ΠΎΠ΄Π½ΠΎΠ²ΡΠ΅ΠΌΠ΅Π½Π½ΠΎ ΠΏΡΠΈΠ²ΡΠ·Π°Π½ΠΎ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ ΠΊΠΎΡΡΠ΅ΠΉ. Π Π΅Π³ΡΠ»ΠΈΡΠΎΠ²ΠΊΠ° ΠΏΡΠΎΠΈΡΡ ΠΎΠ΄ΠΈΡ ΠΏΡΠΈ ΠΏΠΎΠΌΠΎΡΠΈ ΠΏΠΎΠ»Π·ΡΠ½ΠΊΠΎΠ², ΠΎΠΏΡΠ΅Π΄Π΅Π»ΡΡΡΠΈΡ βΠ·ΠΎΠ½Ρ ΠΎΡΠ²Π΅ΡΡΡΠ²Π΅Π½Π½ΠΎΡΡΠΈβ ΠΊΠ°ΠΆΠ΄ΠΎΠΉ ΠΊΠΎΡΡΠΈ.
ΠΡΡ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΡ ΠΏΡΠΎΠ²ΠΎΠ΄ΠΈΠΌ ΡΠΎ Π²ΡΠ΅ΠΌΠΈ ΠΊΠΎΡΡΡΠΌΠΈ ΠΈ ΡΠΏΡΠ°ΠΉΡΠ°ΠΌΠΈ, ΠΊΠΎΡΡΠ΅ΠΊΡΠΈΡΡΠ΅ΠΌ Π²Π΅Π»ΠΈΡΠΈΠ½Ρ weight ΠΏΡΠΈ Π½Π΅ΠΊΠΎΡΡΠ΅ΠΊΡΠ½ΠΎΠΌ ΡΠ³ΠΈΠ±Π΅ ΡΠΏΡΠ°ΠΉΡΠ°. ΠΠΎΠ³Π΄Π° Π²ΡΠ΅ ΠΊΠΎΡΡΠΈ ΠΏΡΠΈΠ²ΡΠ·Π°Π½Ρ, ΠΈ ΠΎΡΡΠ΅Π³ΡΠ»ΠΈΡΠΎΠ²Π°Π½Ρ, ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡΠΈΡΡΡΠΏΠ°ΡΡ Π½Π΅ΠΏΠΎΡΡΠ΅Π΄ΡΡΠ²Π΅Π½Π½ΠΎ ΠΊ Π°Π½ΠΈΠΌΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΠΎΠ±ΡΠ΅ΠΊΡΠ°. ΠΠ»Ρ ΡΡΠΎΠ³ΠΎ Ρ Π·Π°ΠΏΠΈΡΠ°Π» Π½Π΅Π±ΠΎΠ»ΡΡΠΎΠ΅ Π²ΠΈΠ΄Π΅ΠΎ.
ΠΠΎΡΡΡΠΎΠ΅Π½ΠΈΠ΅ ΠΊΠ»ΡΡΠ΅Π²ΡΡ ΠΊΠ°Π΄ΡΠΎΠ² Π½Π° ΠΏΡΠΈΠΌΠ΅ΡΠ΅ ΠΊΡΡΠ»Π°
Π’Π°ΠΊΠ°Ρ ΡΠΈΡΡΠ΅ΠΌΠ° ΠΌΠ΅Ρ Π°Π½ΠΈΠΌΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΠΏΠΎΠ΄Ρ ΠΎΠ΄ΠΈΡ Π΄Π»Ρ Π²ΡΠ΅Ρ ΠΏΠΎΠ΄Π²ΠΈΠΆΠ½ΡΡ ΡΠ°ΡΡΠ΅ΠΉ Π½Π°ΡΠ΅ΠΉ Π»Π΅ΡΡΡΠ΅ΠΉ ΠΌΡΡΠΈ. Π― Π΄ΠΎΠ΄Π΅Π»ΡΠ²Π°Ρ ΡΠΎΠΆΠ΅ ΡΠ°ΠΌΠΎΠ΅ Π΄Π»Ρ Π²ΡΠΎΡΠΎΠ³ΠΎ ΠΊΡΡΠ»Π°, ΡΠ»Π΅Π³ΠΊΠ° Π΄ΠΎΠ±Π°Π²Π»ΡΡ Π°ΠΌΠΏΠ»ΠΈΡΡΠ΄Ρ Π΄Π»Ρ ΡΡΠ΅ΠΉ ΠΈ ΡΡΠ»ΠΎΠ²ΠΈΡΠ°.
TIPS: ΠΠ΅ΠΊΠΎΡΠΎΡΡΠ΅ ΠΌΠΎΠΌΠ΅Π½ΡΡ, ΠΊΠΎΡΠΎΡΡΠ΅ ΠΌΠΎΠ³ΡΡ ΠΏΡΠΎΡΡΠ½ΠΈΡΡ ΡΠ°Π±ΠΎΡΡ, ΠΈ ΡΠΎ ΡΡΠΎ Ρ ΠΏΠΎΠΊΠ°Π·Π°Π»:
1. ΠΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΊΠ°Π΄ΡΡ ΡΠΎΠ·Π΄Π°ΡΡΡΡ Π°Π²ΡΠΎΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΈ, Π΅ΡΠ»ΠΈ Π²Ρ ΡΠ΄Π΅Π»Π°Π»ΠΈ ΠΊΠ°ΠΊΠΎΠ΅ ΡΠΎ Π΄Π΅ΠΉΡΡΠ²ΠΈΠ΅ Ρ ΠΊΠΎΡΡΡΡ. (ΠΡΠΈ ΡΡΠ»ΠΎΠ²ΠΈΠΈ ΡΡΠΎ Π½Π°ΠΆΠ°Ρ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠΈΠΉ ΡΠ»Π°ΠΆΠΎΠΊ)
2. Π‘ ΠΎΠ΄Π½ΠΎΠΉ ΠΈΠ· ΠΏΠΎΡΠ»Π΅Π΄Π½ΠΈΡ Π²Π΅ΡΡΠΈΠΉ Π² Dragon bones ΠΏΠΎΡΠ²ΠΈΠ»ΠΈΡΡ ΠΎΡΠ΄Π΅Π»ΡΠ½ΡΠ΅ ΡΠ°ΠΉΠΌΠ»Π°ΠΉΠ½Ρ Π΄Π»Ρ ΡΠ°ΠΊΠΈΡ ΠΏΠ΅ΡΠ΅ΠΌΠ΅Π½Π½ΡΡ ΠΊΠ°ΠΊ Move, Rotate ΠΈ Scale. Π§ΡΠΎΠ±Ρ ΠΏΡΠΈΠ½ΡΠ΄ΠΈΡΠ΅Π»ΡΠ½ΠΎ ΠΏΠΎΡΡΠ°Π²ΠΈΡΡ ΠΊΠ»ΡΡΠ΅Π²ΡΡ ΡΠΎΡΠΊΡ ΠΏΠΎ ΠΎΠ΄Π½ΠΎΠΉ ΠΈΠ· Π½ΠΈΡ , ΡΠ»Π΅Π΄ΡΠ΅Ρ Π½Π°ΠΆΠ°ΡΡ Π½Π° ΡΠ»Π°ΠΆΠΎΠΊ.
3. ΠΠ»Ρ ΡΠΎΠ³ΠΎ, ΡΡΠΎΠ±Ρ ΠΈΠ·ΠΌΠ΅Π½ΡΡΡ ΡΠΊΠΈΠ½Ρ Π΄Π»Ρ ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ°, Π½ΡΠΆΠ½ΠΎ Π΄ΠΎΠ±Π°Π²Π»ΡΡΡ ΡΠΏΡΠ°ΠΉΡΡ Π² ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠΈΠ΅ ΠΏΠΎΠ΄ΠΏΠ°ΠΏΠΊΠΈ (displays). ΠΡΠ΅Π΄Π²Π°ΡΠΈΡΠ΅Π»ΡΠ½ΠΎ ΠΈΡ Π½ΡΠΆΠ½ΠΎ ΠΏΡΠ΅Π²ΡΠ°ΡΠΈΡΡ Π² mesh, ΠΎΡΡΠΈΡΠΎΠ²Π°ΡΡ ΡΠ΅ΡΠΊΡ ΠΈ ΠΏΡΠΈΠ²ΡΠ·Π°ΡΡ ΠΊΠΎΡΡΠΈ, ΡΠ°ΠΊ ΠΊΠ°ΠΊ Π΄Π΅Π»Π°Π»ΠΈ Ρ ΠΎΡΠ½ΠΎΠ²Π½ΡΠΌΠΈ ΡΠΏΡΠ°ΠΉΡΠ°ΠΌΠΈ, ΡΡΠΎΠ±Ρ ΠΏΡΠΈ ΡΠΎΠΉ ΠΆΠ΅ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ, Π²ΡΠ΅ ΠΎΡΠΎΠ±ΡΠ°ΠΆΠ°Π»ΠΎΡΡ ΠΊΠΎΡΡΠ΅ΠΊΡΠ½ΠΎ. Π§ΡΠΎΠ±Ρ Π΄ΠΎΠ±Π°Π²ΠΈΡΡ ΡΠΏΡΠ°ΠΉΡ, ΠΏΡΠΎΡΡΠΎ ΠΏΠ΅ΡΠ΅ΡΠ°ΡΠΊΠΈΠ²Π°Π΅ΠΌ Π΄ΡΠ°Π³βΠ½βΠ΄ΡΠΎΠΏΠΎΠΌ Π² ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠΈΠΉ ΡΠ°Π·Π΄Π΅Π».
Π§ΡΠΎ ΠΌΡ ΠΏΠΎΠ»ΡΡΠΈΠ»ΠΈ Π² ΠΈΡΠΎΠ³Π΅?
ΠΠΎΠ»ΡΡΠΈΠ»Π°ΡΡ Π½Π΅ΡΠ»ΠΎΠΆΠ½Π°Ρ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ Π² Π΄Π²ΡΡ ΡΠ²Π΅ΡΠ°Ρ .
ΠΠΎΠ»ΡΡΠ΅Π½Π½ΡΠΉ ΡΠ΅Π·ΡΠ»ΡΡΠ°Ρ ΠΌΡ ΠΌΠΎΠΆΠ΅ΠΌ Π²ΡΠ³ΡΡΠ·ΠΈΡΡ Π² ΡΠ°Π·Π»ΠΈΡΠ½ΡΡ ΡΠΎΡΠΌΠ°ΡΠ°Ρ , ΠΊΠΎΡΠΎΡΡΠ΅ ΡΠΊΡΡΠ°Π΅Ρ Π»ΡΠ±ΠΎΠΉ ΠΈΠ³ΡΠΎΠ²ΠΎΠΉ Π΄Π²ΠΈΠΆΠΎΠΊ.
ΠΠ½ΠΈΠΌΠ°ΡΠΈΡ Π² Dragon Bones Ρ Π½ΡΠ»Ρ
Π‘ΠΏΠ°ΡΠΈΠ±ΠΎ Π·Π° Ρ ΠΎΡΠΎΡΠΈΠΉ Π²ΠΈΠ΄Π΅ΠΎ ΡΡΠΎΠΊ!
ΡΠΏΠ°ΡΠΈΠ±ΠΎ Π·Π° Π΄ΠΎΠ±ΡΡΠ΅ ΡΠ»ΠΎΠ²Π°. ΠΏΠΎΡΡΠ°ΡΠ°ΡΡΡ Π²ΡΠ΅ΠΌΡ Π΅ΡΠ΅ Π½Π° ΡΡΠΎΠΊΠΈ ΠΏΠΎ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ Π½Π°ΠΉΡΠΈ.
ΠΠ²ΡΠΎΡ, Π° ΡΡ ΠΏΡΠΎΠ±ΠΎΠ²Π°Π» ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ Creature2D?
Π½Π΅ ΠΏΡΠΎΠ±ΠΎΠ²Π°Π», ΡΠ΅ΠΉΡΠ°Ρ ΡΡΡΠΎΡΡ Π½Π° ΡΡΡΠ±Π΅ Π³Π»ΡΠ½ΡΠ», Π²ΡΠΎΠ΄Π΅ Π±ΠΎΠ»Π΅Π΅-ΠΌΠ΅Π½Π΅Π΅ Π½ΠΎΡΠΌ. ΡΠΏΠ°ΡΠΈΠ±ΠΎ, Π²ΡΠ΄Π΅Π»Ρ Π²ΡΠ΅ΠΌΡ ΠΏΠΎΡΠΌΠΎΡΡΠ΅ΡΡ.
Π― Π²ΡΠ΅ Π΄Π΅Π»Π°Ρ Π² DB, Ρ.ΠΊ. ΠΏΠΎΠΊΠ° ΠΏΡΠΎΠ΅ΠΊΡ Π½Π΅ ΠΏΡΠΈΠ½ΠΎΡΠΈΡ Π΄Π΅Π½ΡΠ³ΠΈ, ΡΡΠ°ΡΠΈΡΡ 300 Π±Π°ΠΊΡΠΎΠ² ΠΆΠ°Π»ΠΊΠΎ. ΠΠΎ ΠΈΠ΄Π΅Π΅, Π΅ΡΠ»ΠΈ ΡΠΌΠΎΡΡΠ΅ΡΡ ΡΡΠΎΠΊΠΈ, Π½Π΅ ΡΠ°ΠΊ ΡΠ»ΠΎΠΆΠ½ΠΎ ΠΏΠ΅ΡΠ΅ΡΡΠΈΡΡΡΡ. Π ΠΏΠΎΠΊΠ°, ΠΠΎΡΡΠΈ Ρ Π²Π°ΡΠ°Π΅Ρ.
Π ΡΠΎΠ»ΠΈΠΊ Π²Π°Ρ? Π ΡΠΌΡΡΠ»Π΅ Π²Π°ΡΠΈ ΡΠ°Π±ΠΎΡΡ ΠΈ Π³ΠΎΠ»ΠΎΡ?
Π΄Π°, ΡΡΠΎ ΠΌΠΎΠΉ ΠΊΠ°Π½Π°Π». ΡΠ°Π½ΡΡΠ΅ ΡΠ°ΠΌ ΠΏΡΠΎΡΡΠΎ Π½Π°ΡΠ°Π±ΠΎΡΠΊΠΈ Π²ΡΠΊΠ»Π°Π΄ΡΠ²Π°Π», ΠΏΠΎΡΡΡΠΎΠ»ΠΈΠΎ, ΠΈΡΠ΄. Π° ΠΊΠ°ΠΊ-ΡΠΎ ΠΏΠΎΡΠ»Π΅ ΡΠΏΠΎΡΠ° ΡΠΎ Π‘ΡΠ°Π»ΠΊΠ°ΡΠΎΠΌ, Π²Π΅ΡΠ½Π΅Π΅, Π΅Π³ΠΎ ΡΠ°Π½Π°ΡΠ°ΠΌΠΈ, ΡΠ΄Π΅Π»Π°Π» ΡΠΎΠ»ΠΈΠΊ ΠΏΡΠΎ Π³Π΅ΠΉΠΌΠ΄Π΅Π² ΠΈ ΡΠ΅ΠΉΡΠ°Ρ ΠΏΠ΅ΡΠΈΠΎΠ΄ΠΈΡΠ΅ΡΠΊΠΈ ΡΡΠ°Π» ΡΡΠΎ-ΡΠΎ Π²ΡΠΊΠ»Π°Π΄ΡΠ²Π°ΡΡ. ΠΈ Π΄ΠΈΠΊΠΎ Π΄ΠΎΠ²ΠΎΠ»Π΅Π½, ΡΡΠΎ ΠΏΠΎ dragon bones ΠΎΠ΄ΠΈΠ½ ΠΈΠ· ΡΠ°ΠΌΡΡ ΠΏΡΠΎΡΠΌΠ°ΡΡΠΈΠ²Π°Π΅ΠΌΡΡ ΡΠΎΠ»ΠΈΠΊΠΎΠ² Π·Π° ΠΏΠΎΡΠ»Π΅Π΄Π½ΠΈΠ΅ ΠΌΠ΅ΡΡΡΡ, ΠΏΡΠΈΠΊΠ»Π°Π΄Π½Π°Ρ Π²Π΅ΡΡ, ΠΊΠΎΠΌΡ-ΡΠΎ ΠΏΠΎΠ»Π΅Π·Π½Π°Ρ. Π»ΡΡΡΠ΅ ΠΏΡΠΎΡΡΠΎ ΡΠ°Π·Π³ΠΎΠ²ΠΎΡΠΎΠ² Π½ΠΈ ΠΎ ΡΠ΅ΠΌ.
Π΄ΠΎΠ²ΠΎΠ»ΡΠ½ΠΎ Π»ΡΠ±ΠΎΠΏΡΡΠ½ΠΎ, ΠΊΠ°ΠΊ ΠΊΠΎΡΡΡΠΌΠΈ ΡΠ΄Π΅Π»Π°Π½ ΠΏΡΠ΅Π²Π΄ΠΎ-ΠΎΠ±ΡΠ΅ΠΌ, Ρ Π½Π΅ Π·Π°ΠΌΠΎΡΠ°ΡΠΈΠ²Π°Π»ΡΡ ΡΠ°ΠΊΠΈΠΌ, Π½ΠΎ ΡΠ΅ΠΏΠ΅ΡΡ Π²ΠΈΠΆΡ, ΡΡΠΎ ΡΡΠΎ Π΄ΠΎΠ²ΠΎΠ»ΡΠ½ΠΎ ΠΏΡΠΎΡΡΠΎ Π΄Π΅Π»Π°Π΅ΡΡΡ.
Π― Π΅ΡΠ΅ ΡΠ°Π·Π±ΠΈΡΠ°Π»ΡΡ Ρ Live 2d, Π½ΠΎ ΠΌΠ½Π΅ Π½Π΅ Π½ΡΠ°Π²ΠΈΡΡΡ ΡΡΠΎ Ρ Π½ΠΈΡ
ΠΏΠΎΠ΄ΠΏΠΈΡΠΊΠ°, Π° Π½Π΅ ΠΏΠΎΠΊΡΠΏΠΊΠ°. Π Π² ΠΎΠ±ΡΠ΅ΠΌ, ΠΏΡΠΎΠ³Π° ΡΠΎΠΆΠ΅ ΠΎΡΠ»ΠΈΡΠ½Π°Ρ.
ΡΠ³Ρ, Ρ live2d ΠΌΠ½Π΅ ΠΈΠ½ΡΠ΅ΡΠ΅ΡΠ½ΠΎ ΠΏΠΎΠΏΡΠΎΠ±ΠΎΠ²Π°ΡΡ ΠΏΡΠΈΠ²ΡΠ·ΠΊΡ ΠΊ ΠΊΠ°ΠΌΠ΅ΡΠ΅, ΡΠΎ Π΅ΡΡΡ ΠΈ Π΄Π»Ρ ΡΡΡΠΈΠΌΠΎΠ² Π½ΠΎΡΠΌ, ΠΈ Π΄Π»Ρ Π»ΠΈΠΏΡΠΈΠ½ΠΊΠ°. ΠΏΠΎ ΠΈΠ΄Π΅Π΅, ΠΌΠΎΠΆΠ΅Ρ ΠΊΡΡΡ Π²ΡΠ΅ΠΌΠ΅Π½ΠΈ ΡΡΡΠΊΠΎΠ½ΠΎΠΌΠΈΡΡ, Π΅ΡΠ»ΠΈ ΡΠ΅ΡΠΈΡΡΡΡ 2Π΄-Π°Π½ΠΈΠΌΠ°ΡΠΈΡ Π΄Π΅Π»Π°ΡΡ. ΠΊΠ°ΠΊ-Π½ΠΈΠ±ΡΠ΄Ρ ΡΠ΅ΡΡΡΡ.
Π° ΠΎΠ±ΡΠ΅ΠΌ Π΄Π°, Π½Π΅ ΡΠΈΠ»ΡΠ½ΠΎ ΡΠ»ΠΎΠΆΠ½ΠΎ, Π±ΡΠΊΠ²Π°Π»ΡΠ½ΠΎ ΡΠΎ Π²ΡΠΎΡΠΎΠ³ΠΎ ΡΠ°Π·Π° Π½ΠΎΡΠΌ Π²ΡΡΠ»ΠΎ. Π² ΡΠΏΠ°ΠΉΠ½Π΅ ΡΡΡΡ ΡΠ΄ΠΎΠ±Π½Π΅Π΅ ΠΈΡΠΎΠ³ΠΎΠ²ΡΠΉ ΡΠΈΠ³ ΠΌΠΎΠΆΠ½ΠΎ ΡΠ΄Π΅Π»Π°ΡΡ, Π½Ρ Π² Π΄Π± Π΄Π²ΡΠΌΡ ΠΊΠΎΡΡΡΠΌΠΈ Π²ΡΠ΅ Π°Π½ΠΈΠΌΠΈΡΡΠ΅ΡΡΡ. Π΄Π»Ρ Π½Π΅Π±ΠΎΠ»ΡΡΠΈΡ ΠΏΡΠΎΠ΅ΠΊΡΠΎΠ² Π²ΠΏΠΎΠ»Π½Π΅ Π½ΠΎΡΠΌ.
ΠΠΎΡ Ρ ΠΏΠΎΠΊΠ° ΠΈ ΠΎΡΡΠ°Π½ΠΎΠ²ΠΈΠ»ΡΡ. Π΅Π΄ΠΈΠ½ΡΡΠ²Π΅Π½Π½ΠΎΠ΅, Ρ ΠΌΠ΅Π½Ρ Π±ΡΠ²Π°ΡΡ ΡΡΠ΅Π½Ρ, ΡΡΠΎ ΡΠ»ΠΈΡΠΊΠΎΠΌ ΠΌΠ½ΠΎΠ³ΠΎ ΠΎΠ±ΡΠ΅ΠΊΡΠΎΠ², Π²ΡΠ΅ ΡΠΎΡΠΌΠΎΠ·ΠΈΡ, Π°ΡΡΠ»Π°ΠΉΠ½ Π½Π΅ ΡΠ»ΠΈΡΠΊΠΎΠΌ ΡΠ΄ΠΎΠ±Π΅Π½, Π΅ΡΠ»ΠΈ ΡΠ΅ΡΡΠ½ΠΎ. Π― Π±Ρ Π³ΡΡΠΏΠΏΡ Π²Π²Π΅Π», Π΄Π»Ρ Π½Π°ΡΠ°Π»Π°. ΠΡΠ΄Π΅Π»Π΅Π½ΠΈΠ΅ ΠΎΠ΄Π½ΠΎΠΉ Π΄Π΅ΡΠ°Π»ΠΈ Π² Π΄Π΅ΡΡΡΠΊΠ΅ ΡΠ»ΠΎΠ΅Π² ΡΠΎΠΆΠ΅ Π½Π΅ Π²ΡΠ΅Π³Π΄Π° Ρ ΠΎΡΠΎΡΠΎ. ΠΠΎΠΆΠ½ΠΎ ΠΊΠΎΠ½Π΅ΡΠ½ΠΎ Π΄Π΅Π»ΠΈΡΡ ΡΡΠ΅Π½Ρ Π½Π° Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ ΠΊΡΡΠΊΠΎΠ², Π½ΠΎ ΡΡΠΎ Π½Π΅ Π²ΡΠ΅Π³Π΄Π° ΡΠ΄ΠΎΠ±Π½ΠΎ. Π Π΅ΡΠ»ΠΈ ΠΌΠ½Π΅ Π½ΡΠΆΠ½ΠΎ Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΉ ΠΎΠ΄Π½ΠΎΠΉ ΡΡΠ΅Π½Ρ?
ΡΠΎΠ»ΠΈΠΊ ΡΠ΅Π±Π΅ ΡΠΊΠ°ΡΠ°Π». ΡΠΏΡ.
Π½Ρ ΡΠΆ 2.5Π΄ ΠΈ ΡΠ°ΠΌ, ΠΈ ΡΠ°ΠΌ Π²ΡΠ³Π»ΡΠ΄ΠΈΡ ΠΎΠ΄ΠΈΠ½Π°ΠΊΠΎΠ²ΠΎ, ΠΈ ΠΏΡΠΈΠ½ΡΠΈΠΏ ΡΠ°Π±ΠΎΡΡ ΡΠΎΡ ΠΆΠ΅.
ΠΌΠ΅Π½Ρ Π±ΠΎΠ»ΡΡΠ΅ Π·Π°Π±ΠΎΡΠΈΡ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡΡ ΠΈ Π·Π°Π²ΠΈΡΠΈΠΌΠΎΡΡΠΈ, Ρ.ΠΊ. Π² ΠΠ ΡΡΠΎ Π²ΡΠ΅ Π΅ΡΠ΅ Π²ΡΠ³Π»ΡΠ΄ΠΈΡ Π½Π΅ΠΌΠ½ΠΎΠΆΠΊΠΎ. ΠΆΡΡΠΊΠΎΠ²Π°ΡΠΎ.
ΠΏ.Ρ. Ρ ΠΎΡΡ ΠΈΠ½ΡΠ΅ΡΡΠ΅ΠΉΡ Π΄Π°ΠΆΠ΅ ΡΠ΅ΠΉΡΠ°Ρ ΡΠ°ΠΌ ΡΠΎΠΆΠ΅ ΡΡΡΠ°ΡΠ½ΠΎΠ²Π°Ρ, Ρ ΠΎΡΡ ΠΈ ΡΡΠ°Π» Π»ΡΡΡΠ΅
Π― Π±ΡΠ΄Ρ ΠΈΡΠΏΡΡΡΠ²Π°ΡΡ Π΅ΡΠ΅ SynFig Π² ΠΌΠ°ΡΡΠ΅ ΠΏΠΎΡΠ»Π΅ ΠΏΡΠΎΠ΅ΠΊΡΠ°, Π²ΡΠ³Π»ΡΠ΄ΠΈΡ ΠΊΠΎΠ½Π΅ΡΠ½ΠΎ Π½Π΅ ΠΌΠ΅Π½Π΅Π΅ ΠΆΡΡΠΊΠΎ ΡΠ΅ΠΌ ΠΠ, Π½ΠΎ ΠΏΡΠΎΠ΅ΠΊΡ Ρ ΠΎΡΡΠ±Ρ ΠΆΠΈΠ².
ΠΏΠΎΡΠΌΠΎΡΡΠ΅Π», Π½Π°ΠΏΠΎΠΌΠΈΠ½Π°Π΅Ρ ΡΠ»Π΅Ρ. ΠΈ ΠΎΡΡΡΠ΅Π½ΠΈΠ΅, ΡΡΠΎ Π² Π½Π΅ΠΌ ΠΈ Π΅ΡΠ΅ ΠΊΠ°ΠΊΠΎΠΌ-ΡΠΎ ΠΎΡΠΊΡΡΡΠΎΠΌ ΡΠΎΡΡΠ΅ ΠΠΎΡΠ΅Π²Π½Ρ Π΄Π΅Π»Π°ΡΡ. ΠΈΠ½ΡΠ΅ΡΠ΅ΡΠ½ΠΎ, Π½Π°Π΄ΠΎ Π±Ρ Π³Π»ΡΠ½ΡΡΡ, Ρ ΠΎΡΡ Π΅ΡΡΡ ΠΎΡΡΡΠ΅Π½ΠΈΠ΅, ΡΡΠΎ ΡΠ°ΠΌ Π½Π΅ ΡΠΎΠ²ΡΠ΅ΠΌ Π΄Π»Ρ Π³Π΅ΠΉΠΌΠ΄Π΅Π²Π°. ΡΠΏΠ°ΡΠΈΠ±ΠΎ Π·Π° Π½Π°Π²ΠΎΠ΄ΠΊΡ, ΠΏΠΎΠΏΡΠΎΠ±ΡΡ
ΠΡ Ρ ΠΈ Π½Π΅ Π² Π³Π΅ΠΉΠΌΠ΄Π΅Π²Π΅ Ρ ΠΊΠ°ΡΡΠΈΠ½ΠΊΠΈ ΠΎΠΆΠΈΠ²Π»ΡΡ, ΠΌΠ½Π΅ Π»ΠΈΡΡ Π±Ρ Π΄Π²ΠΈΠ³Π°ΡΡ ΠΏΡΠΈΡΡΠ½ΠΎ Π±ΡΠ»ΠΎ=)
ΡΡ . Π΅ΡΡΡ ΠΌΠ΅ΡΡΡ ΠΊΠΎΠ³Π΄Π°-ΡΠΎ Ρ ΠΎΡΡ Π±Ρ ΠΌΠΈΠ½ΠΈ-ΠΌΡΠ»ΡΡ ΡΠ΄Π΅Π»Π°ΡΡ, Π½ΠΎ ΠΎΡΡΡΠ΅Π½ΠΈΠ΅, ΡΡΠΎ Π² 3Π΄ ΡΡΠΎ Π±ΡΡΡΡΠ΅Π΅ Π²ΡΠΉΠ΄Π΅Ρ. ΠΊΠ°ΠΊ-ΡΠΎ ΡΡΠ΅Π½ΠΊΠΈ Π΄Π΅Π»Π°Π» Π΄Π»Ρ ΡΠΎΠ»ΠΈΠΊΠ° ΠΏΡΠΎ nintendo64, Π² ue4 Π² ΡΠ΅Π°Π»ΡΠ°ΠΉΠΌΠ΅ ΠΏΠΎΠ»ΡΡΠ°ΡΡ ΠΊΠ°ΡΠ΅ΡΡΠ²Π΅Π½Π½ΡΡ ΠΊΠ°ΡΡΠΈΠ½ΠΊΡ Π±ΡΠ»ΠΎ ΠΊΡΡΡΠΎ. Ρ ΠΎΡΡ ΠΈ 2Π΄ ΠΈΠ½ΡΠ΅ΡΠ΅ΡΠ½ΠΎ, Π½ΠΎ Π΄Π°ΠΆΠ΅ ΠΏΡΠ΅Π΄ΡΡΠ°Π²ΠΈΡΡ ΡΡΠΆΠ΅Π»ΠΎ, ΡΠΊΠΎΠ»ΡΠΊΠΎ ΡΠ°ΠΌ ΡΠΈΠ» ΡΡ ΠΎΠ΄ΠΈΡ.
spine Π΄ΠΎΡΠΎΠ³ΠΎΠΉ, ΠΏΠΎΠ΄ 2 ΡΡΡ Π±Π°ΠΊΡΠΎΠ²
ΠΡΠΎ Π΄Π»Ρ ΠΊΠΎΠΌΠΏΠ°Π½ΠΈΠΉ.
ΠΠ»Ρ ΠΏΡΠΎΡΡΡΡ
ΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»Π΅ΠΉ Π²ΡΠ΅ Π³ΠΎΡΠ°Π·Π΄ΠΎ Π²Π΅ΡΠ΅Π»Π΅Π΅.
ΠΠΎΠΏΡΠΎΡ ΡΠΎΠ»ΡΠΊΠΎ Π² ΡΠΎΠΌ, Π΄Π°Π΅Ρ Π»ΠΈ ΡΡΠΎ-ΡΠΎ Spine Pro, Π² ΡΡΠ°Π²Π½Π΅Π½ΠΈΠΈ Ρ ΡΠ΅ΠΌ ΠΆΠ΅ DB?
Π’ΠΎ Π΅ΡΡΡ, Ρ ΠΏΡΠ°Π²ΠΈΠ»ΡΠ½ΠΎ ΠΏΠΎΠ½ΠΈΠΌΠ°Ρ, ΡΡΠΎ DB ΠΌΠΎΠΆΠ΅Ρ Π²ΡΠ΅ ΡΠΎ, ΡΡΠΎ ΠΌΠΎΠΆΠ΅Ρ Spine Professional?
ΠΠ»ΠΈ Π²ΡΠ΅ ΡΠ°ΠΊΠΈ Π² ΡΠ΅ΠΌ-ΡΠΎ ΡΡΡΡΠΏΠ°Π΅Ρ?
ΠΊΠ°ΠΊ Π±Ρ Π±Π°Π½Π°Π»ΡΠ½ΠΎ ΡΡΠΎ Π½Π΅ Π·Π²ΡΡΠ°Π»ΠΎ, Π½ΠΎ «Π΅ΡΡΡ ΡΠ²ΠΎΠΈ ΠΏΠ»ΡΡΡ ΠΈ ΠΌΠΈΠ½ΡΡΡ». Π½Π΅Π½Π°Π²ΠΈΠΆΡ ΡΡΡ ΡΡΠ°Π·Ρ, Π½ΠΎ ΡΡΠΎ ΡΠ°ΠΊ. ΡΠΎ Π΅ΡΡΡ «ΡΠ΅ΠΎΡΠ΅ΡΠΈΡΠ΅ΡΠΊΠΈ» Π² db ΠΌΠΎΠΆΠ½ΠΎ ΡΠ΄Π΅Π»Π°ΡΡ Π²ΡΠ΅, ΡΡΠΎ ΠΈ Π² spine, ΡΠΎ Π΅ΡΡΡ Π°Π½ΠΈΠΌΠΈΡΠΎΠ²Π°ΡΡ, ΠΌΠ΅ΡΠΈ, ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°ΡΡ Π²Π΅ΡΠ°, ΠΈΡΠ΄. Π½ΠΎ ΡΡΡ ΠΊΠ°ΠΊ ΡΠ°Π· Π²ΠΊΠ»ΡΡΠ°ΡΡΡΡ ΠΌΠΈΠ»Π»ΠΈΠΎΠ½ ΡΠ°ΡΡΠ½ΠΎΡΡΠ΅ΠΉ ΠΈ Ρ ΡΠ²Π΅ΡΠ΅Π½, ΡΡΠΎ ΠΈΠ·-Π·Π° ΡΠΏΠ΅ΡΠΈΡΠΈΠΊΠΈ ΡΠ²ΠΎΠ΅ΠΉ ΡΠ°Π±ΠΎΡΡ Π·Π½Π°Ρ Π΄Π°Π»Π΅ΠΊΠΎ Π½Π΅ Π²ΡΠ΅. Π½ΠΎ ΠΏΠΎΠΏΡΠΎΠ±ΡΡ.
ΠΠ½ΠΈΠΌΠ°ΡΠΈΠΈ Π΄Π»Ρ ΠΈΠ³ΡΡ, Π³ΡΠ°Π±Π»ΠΈ, ΡΠΈΡΠΊΠΈ, ΠΊΠΎΡΡΡΠ»ΠΈ β Unity 3D, Anima 2D, Dragon bones, Spine
ΠΠ°ΡΠ΅ΡΠΈΠ°Π» ΠΏΠΎΡΠ²ΡΡΠ΅Π½ ΡΠ΅ΠΌ ΠΊΡΠΎ ΡΠ°Π·ΡΠ°Π±Π°ΡΡΠ²Π°Π΅Ρ ΠΈΠ³ΡΡ, Ρ ΠΎΡΠ΅Ρ Π½Π°ΡΠ°ΡΡ ΡΡΠΎ Π΄Π΅Π»Π°ΡΡ, Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΠΌ Π°Π½ΠΈΠΌΠ°ΡΠΎΡΠ°ΠΌ, Ρ ΡΠ΄ΠΎΠΆΠ½ΠΈΠΊΠ°ΠΌ ΠΈ Π²ΡΠ΅ΠΌ ΠΊΡΠΎ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ Ρ Unity 3d.
Π― ΠΏΡΠΈΠ²Π΅ΡΡΡΠ²ΡΡ ΠΎΠ±ΡΠ΅ΠΊΡΠΈΠ²Π½ΡΡ ΠΊΡΠΈΡΠΈΠΊΡ, Ρ ΠΏΡΠΈΡΠ΅Π» ΡΡΠ΄Π° Π½Π΅ ΡΡΠΈΡΡ, Π° ΡΡΠΈΡΡΡΡ ΠΈ Π±ΡΠ΄Ρ ΡΠ°Π΄ ΠΏΠΎΠ΄ΡΠΊΠ°Π·ΠΊΠ°ΠΌ ΠΈ ΡΠΎΠ²Π΅ΡΠ°ΠΌ ΠΎΡ Π±ΠΎΠ»Π΅Π΅ ΠΎΠΏΡΡΠ½ΡΡ Π»ΡΠ΄Π΅ΠΉ.
ΠΠ°ΡΠ°Π»ΠΎ ΡΠ°Π±ΠΎΡΡ Ρ Unity
ΠΡΠ°ΠΊ, ΡΡ ΠΏΡΠΈΠ΄ΡΠΌΠ°Π» ΠΈΠ³ΡΡ, ΠΈΠ΄Π΅Ρ ΠΈ ΡΠΏΠ°ΠΊΠΎΠ²Π°Π» Π΅Π΅ Π°Π΄Π΅ΠΊΠ²Π°ΡΠ½ΠΎ(99% Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ ΡΡΠΎΠ³ΠΎ Π½Π΅ Π΄Π΅Π»Π°ΡΡ), ΡΠ°Π·ΡΠ°Π±ΠΎΡΠ°Π» ΠΈΠ³ΡΠΎΠ²ΡΠ΅ ΠΌΠ΅Ρ Π°Π½ΠΈΠΊΠΈ, ΡΠΎΡΠΌΡΠ»Ρ, Π·Π°Π΄Π°ΡΠΊΠΈ ΡΡΠΆΠ΅ΡΠ°, ΡΠ°Π·ΡΠ°Π±ΠΎΡΠ°Π» ΡΠ²Π»Π΅ΠΊΠ°ΡΠ΅Π»ΡΠ½ΡΠΉ Π³Π΅ΠΉΠΌΠΏΠ»Π΅ΠΉ, ΡΡΠΎ Π΄Π°Π»ΡΡΠ΅?
Π 3D Π΄Π»Ρ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ Π΅ΡΡΡ ΡΠΎΠ»ΡΠΊΠΎ ΡΠΊΠ΅Π»Π΅Ρ, ΠΊΠΎΡΠΎΡΡΠΉ ΠΎΠΆΠΈΠ²Π»ΡΠ΅ΡΡΡ ΡΡΠΊΠ°ΠΌΠΈ ΠΈΠ»ΠΈ Ρ ΠΏΠΎΠΌΠΎΡΡΡ ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΈ Π·Π°Ρ Π²Π°ΡΠ° Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΠΉ, ΠΊΡΠΎ ΡΡΠΎ Π΄Π΅Π»Π°Π» ΠΏΡΠ΅ΠΊΡΠ°ΡΠ½ΠΎ ΠΏΠΎΠ½ΠΈΠΌΠ°Π΅Ρ ΠΎΠ΄Π½ΠΎ β ΡΡΠΎ ΠΊΠΎΠ»ΠΎΡΡΠ°Π»ΡΠ½ΡΠΉ ΡΡΡΠ΄, ΡΡΠ΅Π±ΡΡΡΠΈΠΉ Π΄Π΅ΡΡΡΠΊΠΈ/ΡΠΎΡΠ½ΠΈ ΡΠ΅Π»ΠΎΠ²Π΅ΠΊΠΎ-ΡΠ°ΡΠΎΠ², Π΄Π»Ρ ΠΎΡΠ»ΠΈΡΠ½ΠΎΠ³ΠΎ ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΠ°.
Π 2D Ρ Π½Π°Ρ Π΅ΡΡΡ ΡΠ΅ΡΡΠΎΠ² Π²ΡΠ±ΠΎΡβ¦ ΠΌΠ΅ΠΆΠ΄Ρ ΡΠΏΡΠ°ΠΉΡΠΎΠ²ΠΎΠΉ Π°Π½ΠΈΠΌΠ°ΡΠΈΠ΅ΠΉ ΠΈ ΡΠΊΠ΅Π»Π΅ΡΠ½ΠΎΠΉ Π°Π½ΠΈΠΌΠ°ΡΠΈΠ΅ΠΉ, ΡΡΠΎ ΠΏΡΠΈΠ½ΡΠΈΠΏΠΈΠ°Π»ΡΠ½ΠΎ ΡΠ°Π·Π½ΡΠ΅ ΡΠΏΠΎΡΠΎΠ±Ρ ΠΎΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΠΈ ΠΈ ΠΏΠΎΡΡΡΠΎΠ΅Π½ΠΈΡ ΡΠ°Π±ΠΎΡΠΈΡ ΠΏΡΠΎΡΠ΅ΡΡΠΎΠ².
Π ΡΠ»ΡΡΠ°Π΅ ΡΠΏΡΠ°ΠΉΡΠΎΠ²ΠΎΠΉ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ β ΠΏΠΎΠΊΠ°Π΄ΡΠΎΠ²Π°Ρ ΠΎΡΡΠΈΡΠΎΠ²ΠΊΠ° ΠΊΠ°Π΄ΡΠΎΠ² Π΄Π»Ρ ΠΏΠΎΡΠ»Π΅Π΄ΡΡΡΠ΅Π³ΠΎ ΠΎΠΆΠΈΠ²Π»Π΅Π½ΠΈΡ Π² Π΄Π²ΠΈΠΆΠΊΠ΅. ΠΠ΅Π²Π΅ΡΠΎΡΡΠ½ΡΠΉ ΡΡΡΠ΄, ΡΡΡΡΡΠΈ ΠΊΠ°Π΄ΡΠΎΠ² Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ, ΡΠΎΠ·Π΄Π°Π½ΠΈΠ΅ ΡΠ΅ΡΠ° (Π»ΡΡΡΠ΅ 3D ΠΌΠΎΠ΄Π΅Π»ΠΈ) ΠΎΠ±Π»Π΅Π³ΡΠ°Π΅Ρ ΠΎΡΡΠΈΡΠΎΠ²ΠΊΡ, Π½ΠΎ Π±ΡΡΡΡΠ΅Π΅ ΡΡΠΎ Π½Π΅ ΡΡΠ°Π½ΠΎΠ²ΠΈΡΡΡ.
ΠΠ»Ρ ΡΠΊΠ΅Π»Π΅ΡΠ½ΠΎΠΉ 2D Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ βΠΊΠ°ΠΊ Π±Ρβ Π΅ΡΡΡ Π²ΡΠ±ΠΎΡ ΠΌΠ΅ΠΆΠ΄Ρ Spine ΠΈ Dragon Bones ΠΈ
(Π½Π΅ ΡΠ΄ΠΈΠ²Π»ΡΠΉΡΠ΅ΡΡ) Anima 2D. Π‘ΠΊΠ°ΠΆΡ ΡΡΠ°Π·Ρ, Π²ΡΠ±ΠΎΡΠ° Π½Π΅Ρ ΠΈ ΠΎΠ½ ΠΎΡΠ΅Π²ΠΈΠ΄Π΅Π½, Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΡΠΊΠ΅Π»Π΅ΡΠ½ΠΎΠΉ 2D Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ Ρ ΡΠ΅ΠΊΠΎΠΌΠ΅Π½Π΄ΡΡ Spine.
ΠΠΎΠΏΡΡΡΠΈΠΌ ΠΌΡ Π½Π΅ Ρ ΠΎΡΠΈΠΌ ΡΡΠ°ΡΠΈΡΡ Π΄Π΅Π½ΡΠ³ΠΈ Π½Π° Spine, ΡΡΠΎ ΠΆΠ΅ Π²ΡΠ±ΡΠ°ΡΡ?
ΠΠ°Π²ΠΈΡΠΈΡ ΠΎΡ ΡΡΠ΅Π±ΡΠ΅ΠΌΠΎΠ³ΠΎ ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΠ°. Anima 2D ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ ΡΡΠ΅Π΄ΡΡΠ²Π° ΡΠ½ΠΈΡΠΈ Π΄Π»Ρ ΡΠ°Π±ΠΎΡΡ Ρ ΠΊΠ»ΡΡΠ΅Π²ΡΠΌΠΈ ΠΊΠ°Π΄ΡΠ°ΠΌΠΈ ΠΈ ΠΊΡΠΈΠ²ΡΠΌΠΈ ΠΈ ΠΎΡΠ΅Π½Ρ ΡΠ΄ΠΎΠ±Π½ΠΎ ΠΊΠΎΠ³Π΄Π° Π°Π½ΠΈΠΌΠ°ΡΠΈΡ Π΄Π΅Π»Π°Π΅ΡΡΡ Π² Π΄Π²ΠΈΠΆΠΊΠ΅ ΠΈ Π»Π΅ΠΆΠΈΡ ΡΡΠ°Π·Ρ Π³ΠΎΡΠΎΠ²Π°Ρ, Π½Π΅ Π½Π°Π΄ΠΎ ΡΠΊΡΠΏΠΎΡΡΠ°/ΠΈΠΌΠΏΠΎΡΡΠ°, ΡΠ±ΠΎΡΠΎΠΊ, ΠΊΠΎΡΠΎΡΡΠ΅ ΡΠ°ΡΡΠΎ ΠΎΡΡΠ°Π»ΠΊΠΈΠ²Π°ΡΡ Π½Π°ΡΠΈΠ½Π°ΡΡΠΈΡ ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠΎΠ².
ΠΠΎ Π΅ΡΡΡ ΠΎΠ΄Π½ΠΎ Π½ΠΎ, Π΄Π»Ρ ΠΌΠ΅Π½Ρ ΡΡΠΎ ΡΡΡΠ΅ΡΡΠ²Π΅Π½Π½ΠΎ, Π² Anima 2D Π½Π΅Ρ Π΄Π΅ΡΠΎΡΠΌΠ°ΡΠΈΠΈ ΠΌΠ΅ΡΠ°, Π΄Π° Π΅ΡΡΡ Π΄Π΅ΡΠΎΡΠΌΠ°ΡΠΈΡ ΠΌΠ΅ΡΠ° ΠΎΡ ΠΏΠΎΠ»ΠΎΠΆΠ΅Π½ΠΈΡ ΠΊΠΎΡΡΠΈ, Π½ΠΎ Ρ Π½Π΅ ΠΌΠΎΠ³Ρ ΡΠΏΡΠ°Π²Π»ΡΡΡ ΠΌΠ΅ΡΠ΅ΠΌ Π½Π°ΠΏΡΡΠΌΡΡ, Π΄Π»Ρ ΡΠΎΠ·Π΄Π°Π½ΠΈΡ ΠΏΠ»Π°Π²Π½ΠΎΡΡΠΈ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ. ΠΡΠ»ΠΈ ΠΎΡΠ΅Π½Ρ ΠΏΠΎΡΡΠ°ΡΠ°ΡΡΡΡ ΡΠΎ ΡΠ΅Π·ΡΠ»ΡΡΠ°Ρ Π±ΡΠ΄Π΅Ρ Π²ΠΏΠ΅ΡΠ°ΡΠ»ΡΡΡΠΈΠΌ, Π½ΠΎ ΠΌΡ Π½Π΅ ΡΠΌΠΎΠΆΠ΅ΠΌ ΠΏΠ΅ΡΠ΅ΠΊΠ»ΡΡΠΈΡΡ ΡΠΏΡΠ°ΠΉΡ, ΡΠ°ΠΊΠ°Ρ ΡΡΠ½ΠΊΡΠΈΡ ΠΎΡΡΡΡΡΡΠ²ΡΠ΅Ρ.
Dragon bones, ΠΊΠΈΡΠ°ΠΉΡΠΊΠ°Ρ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ° Π΄Π»Ρ ΡΠΊΠ΅Π»Π΅ΡΠ½ΠΎΠΉ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ Ρ ΠΏΠΎΡΡΡΡΠ°ΡΡΠΈΠΌΠΈ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΡΠΌΠΈ, Π²ΡΡΠΎΡΠ»Π° ΠΈΠ· ΠΏΠ»Π°Π³ΠΈΠ½Π° Π΄Π»Ρ ΡΠ»Π΅Ρ, Π΅ΡΡΡ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΡ ΡΠΊΡΠΏΠΎΡΡΠ° Π² Json ΡΠ°ΠΉΠ»Ρ ΠΈ ΡΠΎΡΠΌΠ°Ρ Spine, Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΡ Π²ΡΠ²ΠΎΠ΄Π° PNG ΡΠ΅ΠΊΠ²Π΅Π½ΡΠΈΠΈ ΠΈΠ· Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ. Π’Π°ΠΊΠΆΠ΅ ΡΠ΄ΠΎΠ±Π½ΠΎΠ΅ ΠΏΠΎΡΡΡΠΎΠ΅Π½ΠΈΠ΅ ΠΈΠ΅ΡΠ°ΡΡ ΠΈΠΈ, ΠΏΠ΅ΡΠ΅ΠΊΠ»ΡΡΠ΅Π½ΠΈΠ΅ ΡΠΏΡΠ°ΠΉΡΠΎΠ², ΠΏΡΠΎΡΡΠΎΡΠ° ΠΎΡΠ²ΠΎΠ΅Π½ΠΈΡ.
ΠΠΈΡΠ°ΠΉΡΠΊΠΈΠΉ ΡΠΏΠ°ΠΉΠ½ Π΄Π»Ρ Π±Π΅Π΄Π½ΡΡ , ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅, Π½ΠΎ Π΅ΡΡΡ 3 ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ:
ΠΠΎΠΉ ΠΏΡΡΡ Π±ΡΠ» ΠΈΠΌΠ΅Π½Π½ΠΎ ΡΠ°ΠΊΠΈΠΌ β ΡΠΏΡΠ°ΠΉΡΠΎΠ²Π°Ρ Π°Π½ΠΈΠΌΠ°ΡΠΈΡ>anima 2d>Dragon Bones>Spine
ΠΠΏΡΠΈΠΌΠΈΠ·Π°ΡΠΈΡ ΠΎΠ³ΡΠΎΠΌΠ½ΡΡ Π°ΡΠ»Π°ΡΠΎΠ² β ΠΎΡΠ΄Π΅Π»ΡΠ½Π°Ρ ΠΈΡΡΠΎΡΠΈΡ ΠΈ ΠΊΠΎΠ³Π΄Π° Π½ΠΈΠ±ΡΠ΄Ρ Ρ Π΅Π΅ ΡΠ°ΡΡΠΊΠ°ΠΆΡ, ΠΏΡΠΎ ΡΠ°ΡΡΠΈΡΡ ΠΈ Π»Π²Π» Π΄ΠΈΠ·Π°ΠΉΠ½ ΡΠΎΠΆΠ΅, Ρ Π½Π°Π±ΡΠ°Π»ΡΡ ΡΠΈΡΠ΅ΠΊ ΠΈ Π³ΠΎΡΠΎΠ² Π±ΠΎΠ΄Π°ΡΡ Π²ΠΎΡΠΎΡΠ°.
Π― ΠΌΠΎΠ³Ρ Π΄ΠΎΠ»Π³ΠΎ ΡΠ°ΡΡΠΊΠ°Π·ΡΠ²Π°ΡΡ ΠΎ ΠΊΡΠΈΠ²ΡΡ Π΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ, ΠΏΠ»Π°Π²Π½ΠΎΡΡΠΈ Π°Π½ΠΈΠΌΠ°ΡΠΈΠΈ, Π΄ΠΈΡΠ½Π΅Π΅Π²ΡΠΊΠΈΡ ΠΏΡΠΈΠ½ΡΠΈΠΏΠ°Ρ , ΠΎΠ±ΡΠ΅ΠΉ Π΄ΠΈΠ½Π°ΠΌΠΈΠΊΠ΅, Π²Π΅ΡΠ΅ ΠΈ ΠΏΡΠΎΡΠ΅ΠΌ. ΠΠΎ ΡΠ°ΠΌΠΎΠ΅ Π³Π»Π°Π²Π½ΠΎΠ΅ ΡΡΠΎ Ρ ΠΏΠΎΠ½ΡΠ», Π²Π»ΠΎΠΆΠΈ 300$ Π² ΡΠ²ΠΎΠ΅ Π±ΡΠ΄ΡΡΠ΅Π΅, ΡΡΠΎ ΠΎΠΊΡΠΏΠΈΡΡΡ Ρ ΠΏΠ΅ΡΠ²ΠΎΠ³ΠΎ ΠΏΡΠΎΠ΅ΠΊΡΠ° Π½Π° ΡΡΠΈΠ»Π°Π½ΡΠ΅. ΠΠ΅ ΠΌΠΎΠΆΠ΅ΡΡ ΠΈ ΡΡΡΠ°ΡΠ½ΠΎ? ΠΡΠΈΠ²Π΅Ρ ιΎιͺ¨ε€΄(ΠΊΠΎΡΡΠΈ Π΄ΡΠ°ΠΊΠΎΠ½Π°).
DragonBones Getting Started Guide
Peter Huang (@fans8)
the DragonBones team (@dragonbonesteam)
DragonBones Getting Started Guide is released under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 unported license.
Table of Contents
What is DragonBones?
DragonBones is an open source project for 2D skeletal animation. It has a skeletal animation design panel named «DragonBonesDesignPanel» and a 2D skeletal animation library based on ActionScript.
Since the Design Panel is essentially an extension for Flash Pro, it makes possible for designers to build 2D skeletal animation based on the timeline workflow that designers are familar with, and build it with efficiency
Features
The animation is based on traditional timeline animation workflow.
Binding bones improves the quality of the animation and make it more accurate and natural. All bones can be controlled by the program dynamically.
Setting the scale and the delay of the animation time for a single bone is possible. This means a living and complex animation can be accomplished with less key frames.
The whole animation is made up of several pieces and each piece has its own tween effect. This structure will have much less bitmap and memory consumption comparing to «sprite sheets, sequence frames based» animation approach.
The view part and the logic part of the skeletal animation are separate. And the view part of the skeletal animation can be changed dynamically without any impact on the animation playback.
Animation by the project can be easily used in traditional DisplayList, the Starling framework and other technologies for 2D applications.
Download and installation setup
Get the Adobe Flash Pro 5.5 or above version from here
In following tutorial, we will guide you how to design and implement the animation.
Download the source code of tutorials
Next we will introduce how to use DragonBones with several simple examples.
Please download the related source code from here.
Tutorial 1: For designers Use DragonBones to create skeletal animation in Flash Pro
After download and install the design panel, start the Flash Pro and open the «DragonBones_tutorial_Start.fla» file in source code package.
Open the library panel in Flash Pro and you can see the related symbols for this example.
The «parts» folder contains all the elements that the animation «Dragon» is made up of. You can guess which part of the dragon it is by reading the name of each element. Naming a element clearly is a good practice, isn’t it? π
Double click the MovieClip «Dragon» in the library panel to enter the edit mode. We need to understand how this animation is structured, which can help edit the skeletal animation later.
Pay attention to the name of each layer in the timeline because we name them as the related part of the skeleton. The design panel of DragonBones will recognize all the parts of the skeleton automatically according to the name of layers.
You should also note the layer named «label», where we add the label «walk» to indicate the motion of current timeline. If there are more than one motions, you will need to add more labels in corresponding position of the start frame. Label layer should be always on the top. This is very important! The design panel will read and set motions by these labels.
You may ask why there isn’t any tween in the timeline? Yes, all you need to do is to set key frames on the timeline and the rest of the work will be accomplished by the design panel.
As a designer, you may have added the tween in your animation, no worry, the design panel can import the animation as what it is designed. (The current version of DragonBones only supports classictween. New kinds of tween will be supported in later version)
After getting all of the requirements above ready, you can click Window>Other Panels>SkeletonAnimationDesignPanel in the Flash Pro menu to open the design panel. We will explain the details about the usage of design panel in following steps.
Click the «import» button in this panel, then you will see the following pop up window:
After importing the MovieClip «Dragon» to the design panel you will see the updated UI like following:
Armature List: List of imported movieClip. Each element in this list has the same name with the corresponding MovieClip in library and the program will use this name to create the animated object. Each MovieClip containing motions is called «Armature» in DragonBones.
Behavior List: Motion/Behavior names of corresponding animated objects. The name are got from the label name in the MovieClip and will be used by programs to play motions.
Bone Tree: The skeleton structure of animated objects. The name of each item is same with the name of related layer in the MovieClip.
Texture List: The texture name that is associated with each bone.
For each motion, you can also set the preferences like this:
Total Times: Duration of the selected motion. The larger the number is, the slower the motion goes.
Blending Times: Number of tween frames needed to switch from one motion to another. For example, there is a motion called «going down» which has only 1 frame in timeline, but if you set this parameter into 6, then the program will add addtion 6 frames long tween to make the switch more natural when there is a switch from one motion to the «going down» motion.
Keyframe Ease: The ease value between key frames within a motion.
Loop: Decide if the current motion should be played repeatly. Such as the «walk», «run» motions of a character.
After setting the parameters above, you can see the updated animation in the preview window which is in the bottom left of the design panel.
The button located at the bottom left corner of the preview window can scale the object to view it conveniently.
At the top right of the panel you can set the highlight color of the selected bone in the preview window.
In the list we can attach one bone as a child to the other bone by dragging it. As you see below, we set the body as the major bone and the head, tail, upper limb and lower limb as the children of major bone. The upper limb contains upper arm and lower arm as its children at the same time. By the tree structure we can see directly the subordination relation between bones.
We can set the motion parameters for each bone individually. Just select the bone you want to modify in the «BoneTree» panel and set these parameters:
Total Frames Scale: Set the scale of the total frames of current bone relative to the total frames of the motion
Be careful for these two parameters. After fine tuning of these two parameters, you will find that even there are only 2 key frames in the timeline, the motion of the character can be very complicated.
After adjusting the skeletal animation well, you can click the button «export».
There are many kinds of file format for export to meet your project requirement at the pop up list of «Export».
Zip(XML and SWF): Export the XML file and SWF file packed into a Zip file to store the skeletal animation and the visual resource individually.
Zip(XML and PNG): Export the XML file and PNG file packed into a Zip file to store the skeletal animation and the visual resource individually.
Zip(XML and PNGs): Export the XML file and PNG files packed into a Zip file to store the skeletal animation and the visual resource individually. There would be an individual PNG file for each bone.
In this example, we choose «PNG (XML Merged)» and click «OK» to export the file «DragonWalk.png» into a selected directory.
Notice that there is only a single PNG file get exported? Yes. Because we choose the export form that combines both XML data and skeletal data, so this PNG file contains all the data needed by the skeletal animation.
In Export Scale dropdown box, you can set the scale of exported texture atlas to provide assets with different dimension for devices with different resolution.
Tutorial 2: For programmers Use skeletal animation in ActionScript project
After designers export related assets and data into a predefined format file such as PNG or SWF, developers can use the skeleton animation library to import the file to program and control the characters to play. It is a very easy task with only a few steps! Following you will start to study how to use the skeletal animation library to render characters with traditional flash DisplayList or GPU base starling framework.
Download the Skeleton Animation Library, and import this project into your project. Letβs understand some basic concepts about skeletal animation before coding.
Factory: This is the basis for building skeletal animation. It is responsible for parsing the data from the imported file and preparing resources to create skeleton container, which is Armature.
Armature: We can consider it as a container which corresponds with a MovieClip exported from design panel in Flash Pro. Armature is responsible for skeleton management and playing animation.
Now let’s check out an example about how to create characters with traditional Flash DisplayList using skeleton animation library. Open the source code DB_Tutorial_Walk_DisplayList.as.
Firstly, import assets into your project.
This asset is exported from Flash Pro skeleton animation design panel, merged with png data and XML data. Of course you can also dynamic import it after application launched.
Create factory and parse resource data from function «fromRawData», then do other things in callback function «textureCompleteHandler».
In textureCompleteHandler, you need to create Armature with function «buildArmature»:
Add «armature.display» to stage.
Add armature to WorldClork for animation updateοΌ
Then, play some movement:
At last, call «WorldClock.clock.advanceTime(-1)» at ENTER_FRAME event handler.
Just the few lines of code, you can use skeleton animation in your own project. It is very cool, isn’t?
Next we talk about how to create the skeleton animation in Starling. Starling is a famous 2D open-source framework powered by Stage3D which can help you build high quality games. For more information about Starling, please visit its official web site: http://starlingframework.org.
Some users probably have been familiar with the way of creating animations in Starling: using the Sprite Sheet. However, it is a serious problem of memory consumption, especially when processing complex animations. Look at the picture below, it’s just a simple movement of walking, but takes up a big texture.
DragonBones have solved this problem. It can implement richer animation by using fewer assets (or textures).
DragonBones can work seamlessly with Starling, creating 2D skeleton animation which can be accelerated by GPU.
Open the DBStarlingWalk.as in the example project, you will notice that we create a special factory for Starling, the code like this:
And the rest of the codes, they are the same with the previous DisplayList example.
For Starling framework, the embedded skeleton animation assets can be PNG format ( which include the xml data) or the SWF format( which also include the xml data). SWF assets store data as vector graph, and then Skeleton Animation Library will transform them to bitmap textures at runtime. This can help you reduce the size of your project.
Tutorial 3: Create and control multiple Skeleton animations
Next, you will learn how to use DragonBones to create skeleton animation including multiple movements, and control these actions by keyboard interaction.
Open file DragonBones_Tutorial_MultiBehavior.fla, then double click the Dragon Element in library, you can see four motions: stand, walk, jump and fail. Frame labels have been added in start frame of each motion, which is way for DragonBones design panel to distinguish different motion.
Open Skeleton animation design panel, there are multiple motions listed in Behavior List. You can set total frame, tween and detail parameter for single bone by choose one motion.
Please pay attention to the Blending Times option in Behavior editor window.
This option is the duration of transition movement from other motion to current one. E.g. we set Blending Times of jump movement is 0.13, then 0.13 seconds will be needed from other motion to this jump motion.
DragonBones will automatically add frames to make the transition smoothly. Also you can preview the transition effects in the preview panels.
Click «Export» button to export Skeleton animation data after you finished the adjustment of each movement.
Open file DBStarlingMultiBehavior.as, the code following demenstrate how to use keyboard to control Skeleton animation in Starling.
You can find that whenever you want to play the Skeleton animation, just call function armature.animation.gotoAndPlay()
Not only the motion name, but also the total frame number and loop also can be specified dynamically by call this function.
DragonBones provide various events for each animation:
Movement change event:
Movement start event:
Movement complete event
Movement loop complete event:
You can easily create games including complex roles by various events and movement.
Tutorial 4: Control each bone in the skeleton annimation
For an interesting game, perhaps it is not enough to just play the predefined skeleton animations, for example we want the characters to have their own dynamic and controllable movements. To our great joy, DragonBones provides the mechanism to access and control each bone of the skeleton, which can make the characters free to do all kinds of motions.
In this example, the skeleton is controlled by the mouse movement in the scene. We create a bird that will follow the mouse movement and maintain a certain distance with the dragon. At the same time, the dragon’s head and arms will follow the bird movement and make a variety of poses. It sounds funny, right?
Let’s open the file DBStarlingControlBone.as and below is the corresponding code:
From the above code, we can find that method dragonBones.Armature.getBone(_name:String):Bone is used to get one specific bone. The node object of the bone contains the data, such as position, rotation, scale, skew and etc. We can assign values to these parameters based on the game logic needs, to achieve the effect of dynamic bone controlling.
Please pay attention to the updateBones() method in the above example, where we first fetch the angle between the mouse’s current position and the central point of the skeleton, then change the rotations of the dragon’s head and arms based on this angle, thus realize this interesting effect.
Tutorial 5: Switching texture in skeleton animation
It is very a common request in the game to switch texture for some effects like changing clothes, equipments or weapons for a certain characters, and this is very easy to get done by switching the corresponding bone texture in the DragonBones Animation library.
Through the mechanism of switching the bone texture, we can create new texture and bind it with the corresponding bones dynamically. The new texture can be obtained from external files that are created by other means, or from Texture Atlas that is exported from the design panel. You may have one question for now, how Flash Pro can export the texture that does not included in the timeline animation texture?
Open the sample file DragonBones_Tutorial_ChangeClothes.fla in this tutorial, and you will see the lovely dragon wear a yellow jacket with various actions that are designed on the layer called clothes.
Double click clothTextureTemp element, you will find that there have 4 clothes on the different layers with its associated names, and due to the identical size and shape, they overlap each other. However, in the actual project, the clothes or weapons may have various size, so it is necessary to set the appropriate relative coordination to its original texture.
Please note that the first frame label is named as «temp». The design panel won’t import animation element that do not have frame label.
Let’s get a close look at how to switch texture in the code. Open DBStarlingMultiBehavior.as file that is created in Tutorial 3, we can add switch texture code here directly. First, rename the imported texture to DragonWithClothes.png:
Please note that it is «parts/clothes1», not «clothes1». This is because that Flash Pro can have same element name under different folder, so DragonBones saved the path info which contains the directory. You will understand it when you see the directory that has clothes element in the library when you open DragonBones_Tutorial_ChangeClothes.fla
Create handler function that responses the key event (press C key), which is used to change texture.
Create changeClothes() function:
When you get familiar with DragonBones library, you can have more flexible implementation. For example, in addition to change bonesβtexture, you can also add, delete, update skeleton structure in Armature dynamically.
OK, you should know how to dynamically change the texture for your gameβs characters, try it now! π