Hi @Raymond,
A very nice concept. Will surely help in optimizing the animation stuff in code.
I am little curious to know, are you thinking to support this with TexturePacker.
I mean to say, instead of adding so many sprites in project, just having a spritesheet and all frames added to CCSpriteFrameCache.
Hi @Raymond,
A very nice concept. Will surely help in optimizing the animation stuff in code.
I am little curious to know, are you thinking to support this with TexturePacker.
>
I mean to say, instead of adding so many sprites in project, just having a spritesheet and all frames added to CCSpriteFrameCache.
>
Thanks,
Rahul
Canāt agree more! Zwoptex may be a good choice.~
Hi @Raymond,
Thanks for this great tool.
Iāve tried it and it works great on IOS. However, Iāve got some errors on win32 and android.
I think for it to work on android, I had to change the FILE loading in SuperAnimDefMgr::LoadSuperAnimMainDef to cocos2dās sharedFileUtils()->getFileData; otherwise Iāll get an fatal error while creating SuperAnimNode.
Also in the SuperAnimNodeV2.cpp I had to change include of kazmath.h to kazmath/kazmath.h so it could compile in win32 and android.(I guess I could just include the directory when compile, but it seems more straightforward to just change the include since it also works in IOS.)
After the changes, it works great on all platforms. Please let me know if Iām doing something wrong here or if the problems are actually because of me doing something wrong in the first place, thanks.
Terrific tool youāve done there, Nice work.
I wanted to ask if I want the animation to work with Cocos-2d HTML5 version:
How can I do it, Can you give the steps I should do?
Do the exported ā.samā file has a documentation, so that I can develop js files that can somehow understand the .sam file and create animation with it?
Raymond, are the Converter sources available anywhere? Are you planning to keep it free or will there be a paid version?
Also, I have been trying to use Vectorian Giotto to test some animations, and for some reason I cannot create Graphic Symbols, only Button or Movie. Can you add these in your converter to allow the use of Giotto, which is a free alternative to Flash?
Hi
thank you for this useful tool i want to ask you about how can i detect touch on the animation
i want to make idle animation and when user touch this animation i want to change the animation how can i do that
Hi thank you from usefull tool
i try it but i have problem when i export animation with anchor point changed the animation will play with wrong behavior spically when i change the anchor point for skew can we help me plz
thank you
Is there a limit to the dimensions the tool allows. I am currently trying to use a swf of 1600x2252. It plays fine but there seems to be a bug on how it sets the content size. Its logging as 1600 x ā1024.
After suffering some bad days, lost my job, broke up with my gf, Iāve made some new update for this projects:
Updates
1 Support sprite sheet, which means you can use TexturePacker to pack some small images into one big images
2 Support resize animation, you can resize one animation to different size to support multiple resolution
3 Add set flip x&y function
4 Fix some crash bugs, some depth bugs, alpha blend bugs, more stable now
Please read the new Help Doc first, then enjoy it!
Hey Raymond,
This is a great solution! I think this program fits perfectly for us flash animators used to optimizing animations there. Iām just having one problem: It seems itās only importing one (1) LAYER from the swf. For a second there it worked good, but I moved something on the timeline and isnāt working anymore. Any idea what this might be? Thanks in advance for the help.
Thanks for this tool! It looks great!
Iām a noob on Cocos2d-X for now, but I have to create an android app with swf animations (Iām using Linux for development, and my animators use Mac OS).
So as I have understoodā¦ the tool is run on Mac OS, and it outputs three files, as the document says:
fish.plist
fish.png
fish.sam
Soā¦ Once Iām using Cocos2D-X, what should I do to use that files and get the animation?
I firsly should include this:
#include "SuperAnimNodeV2.h" using namespace SuperAnim;