Hello Cocos2DX Devs,
I am the developer of Creature, an exciting new cutting edge 2D animation tool that is soon to be launched! With Creature, you can add stunningly fluid animation to your Cocos2DX digital content. At the core of Creature is a highly advanced skeletal animation, mesh deformation and dynamics system.
Creature is now out on the Mac App Store!
Link:
Full suite of tools for Rigging your Skeletal Character, Meshing and applying Auto-Weighting:
Adjust all animation Splines across the timeline easily in Animation Mode:
Automated Animation - Quick and Easy Walk Cycles, Hair, Cloth, Flesh and More!
The main difference between Creature and other animation tools out there is its Directible Automated Animation Engine. What that means is the ability to procedurally generate, through an Automated but User Directible process, complex motion like Walk/Run Cycles, Tail Flopping, Wing Flapping, Cloth Dynamics and Flesh/Muscle response.
Such types of motion are normally very tedious to animate manually. With Creature, such tasks can be done in a much more efficient manner, resulting in huge time and cost savings! Of course the point of Creature is not to take away from animation as an art but to add to it. Hence all automated procedures can be tweaked, directed and in many cases manually adjusted.
Trailer and Website
Please check out the trailer video to find out more about what I am describing:
Website:
http://creature.kestrelmoon.com/index.html
Full documentation provided:
http://www.kestrelmoon.com/creaturedocs/Tutorials_And_Walkthroughs/Quickstart.html
Here are some examples of Creature’s Directible Automated Animation in action.
Hair, Cloth Dynamics, Automated Walk Cycles
The mage below has Hair and Cloth simulated using the Dynamics/Physics motors of Creature. The walk cycle is automatically generated using Walk Motors:
Soft Body Dynamics, Chain Physics, Advanced Mesh Deformation
The chameleon creature below has Soft Body Dynamics applied to its body so it has a “fleshy” reactionary response to its underlying skeletal motion. The tongue is simulated using Bone Physics Dynamics Motors and advanced Control Pt Warp motors that allow it to deform and extend/compress the tongue. The eyes are deformed using Control Pt Mesh Motors and the legs are automatically walking via Walk Motors:
Animating Whole Images
Creature can also work on whole complete images like this tiger. The subtle breathing/keep alive motion is generated via fancy Rotate Motors and Bend Bone Motors. There is also mesh deformation going on that deforms the eyes for blinking:
Path Animation
You can make your characters animate along user defined spline paths, as seen in this phoenix below. The wings are animated with Flap Motors while the tails follow Automatically via Bone Bend Physics motors:
Export Formats with Cocos2d-x Support
Creature supports a wide variety of export formats(Sprite Sheets, Movie, Gif, Fbx for bone motors) as well as the major game toolkits.
Creature also supports Cocos2DX runtimes in C++ which can be integrated easily into your game/app. Creature essentially exports mesh and bone frame positions out into a JSON file for your Cocos2DX runtime to read in live in your app/game.
Here is the link to the runtimes documentation:
http://www.kestrelmoon.com/creaturedocs/Game_Engine_Runtimes_And_Integration/Runtimes_Introduction.html
I will be more than happy to answer any more questions you have as well as post any animation samples. In addition to that, do note that we are constantly updating and adding features to our Cocos2DX runtimes so any suggestions/tips will be appreciated.
Cheers!
Chong