Just what I needed!
This will save me countless hours.
- Billy D
I would give this system 6 stars if I could. It’s well organized and documented, extremely powerful and useful. The amount of time you could save using this asset would make it worth much more than it’s cost.
this is a gift from the gods
It's just incredible! Thank you great man!
All you have to do is:
- Add objects to a sequence and move them around
- Create an armature using armature_create
- Add "bones" (those moving objects) to the armature using armature_add_bones
- Bind the armature using armature_bind
- And finally, update the armature in the step event using armature_update
Included in this asset are the essential scripts needed to make the system work, full documentation, and an example project!
I hope you enjoy it and I would love to see what you create with it!!!
Make sure to tag me on my social media profiles!
V. 1.0.3 - Changelog & Bug fixes
V. 1.0.3 - Changelog & Bug fixes - [FIXED] - The "Bounce" glitch. Now regardless of GM having sequence importing issues it will work fine. I have it set to a wait timer so when animations change it waits 1 frame and then updates the animation. - [FIXED] - When creating animations at first they would "Grow" to the correct positions. This was also fixed with a wait frame. Now animations appear at the correct coordinates 1 frame after they are created. - [ADDED] - *armature_set_xscales*, *armature_set_yscales*, *armature_set_alphas*. These became more apparently necessary to me once I tried creating different kinds of animations
Future optimization ideas
- No longer needing objects for bones, instead, it will read sequence struct data and have armatures draw everything based on data. This would increase the performance of the system by quite a bit. As it stands right now, Each bone and armature are separate objects. So one humanoid model can consist of 7 - 20 separate objects.