![]() ![]() I'd personally add life to every scene using this technique. The animation is done, if I recall, by adding a lattice to the mesh and moving some of its points around to make the object wiggle. Ron already owns TexturePacker according to this testimonial: Īnd with the built-in Freestyle rendering engine, your low-poly 3D models can get you instant pixel shading: Maybe do Chuck the Plant or a tumbleweed in this way? At this point, you can use several third-party products to assemble it into a sprite, or write a script using ImageMagick: Then just rotate the wheels, and export the animation. ![]() Duplicate the wheel to get two wheels (assuming this is a flat angle from the side). Load the car on a plane, and the wheel on another plane. Draw the car and wheels on separate layers, and then export them as separate images. I don't think you'd want to build your entire game this way, but it would be great, for example, spinning the wheels on a car or what have you. You basically load a transparent image into a plane, and subdivide it where you want it to bend. Grafx2 is a cross-platform DPaint clone with animation and layer capabilities: īlender 2.73 has new grease paint tools for quick storyboard animations: īlender can also do 2D animation with bones (think Southpark). So far we're haven't found anything we like, so if anyone can recommend a good 2D animation program that runs on the Mac, please let us know. By the time Monkey Island came about, we were using DPaint Animator.Īny new editor should have layers, reasonable drawing tools and be able to save into an easily parseable file format. When working on Maniac Mansion, I animated on the C64 using an in-house tool called Skedit. ![]() We're beginning to look at 2D animation tools that run on the Mac (both Ron and I work on Macs), I'd like to find something that supports a good old-school style bitmap approach (as opposed to Flash), that might have similarity to the kind tools we used on Maniac Mansion and Monkey Island. One of the main reasons we decided to relax our palette constraints is to be able to have more realistic and varied skin tones.Īlthough we'll be spending a lot of time in the near term working primarily on static images, we're also starting to think about animation as well. The above is an early animation test, back when we were being more faithful to the C64 palette and everyone looked orange. ![]()
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