![]() What, you want your tablet to work fine with that, like every single other art program out there? Too bad, one pixel or ten pixels is all you get.īlender's pretty much the only reasonable choice for 3D modeling, unless you want to pay a gazillion dollars for something proprietary. Wanna change your brush size with shortcuts? Well you can do it one pixel at a time, or you can do it ten pixels at a time, there is no inbetween. Not to mention I can't seem to go 30 minutes with it before the UI locks up somehow and I can't select anything until I restart it. It doesn't even work with a tablet out of the box, what kind of image editing program makes you configure your tablet to work with it? Literally everything out there works with a tablet with no configuration necessary but no, GIMP has to be difficult. ![]() ![]() I completely denounce GIMP for art, it's a terrible piece of software IMO and will continue to be so until they give it a major UI overhaul and give it some more artist-friendly features. You can get reasonably attractive and efficient sprites using the cut-out method and swapping out key parts of each cut-out with other sprites in a sprite sheet when need be, a combination of hand-drawn and tweening. What is left for animation software? I'd rather go without. Just about anything can produce pixel art, and that can be reasonably placed onto a sprite sheet without worry of using too much memory due to the pixel sprites being so small. On the flip side, pixel art doesn't need these advanced features anyway, so it's total overkill for that purpose. I was supposed to save on space by having just the symbols on a sprite sheet and the animation data ported over, much like you'd expect with 3D modeling software, but alas. I faced a similar problem with Unit圓D and Toon Boom Harmony, where despite them advertising that Harmony had integration with Unit圓D, this was in fact non-functional and all you could really do is export a sprite sheet with all of your frames of animation on it. I say this because, even if a given piece of animation software can mesh warp sprites (as Godot cannot), if Godot doesn't know what to do with that functionality then you have to export to a sprite sheet, which IMO defeats the purpose of tween animation since you wind up with massive sprite sheets depending on how smooth the animation is, which is completely unworkable if your resolution and/or your characters are large enough in other words it's limiting, and it's inefficient, dramatically increasing your game's file size and the amount of RAM a computer needs to have to run the game at all. I wouldn't recommend Spriter or any other external animation software unless there's some really tight integration with Godot itself, otherwise there's no point as Godot's animation features are advanced enough to do most anything you want in there. It's as close as you'll get to Photoshop or Clip Studio Paint (Manga Studio) for F R E E ![]() I'd say Krita is your absolute #1 choice for FOSS (free open-source software) drawing and painting, I use it both for high resolution sprites and pixel art, it can handle both easily, not to mention for concept art and illustrations and logos and any other graphical need I have. Krita actually has some built-in animation features, though it's pretty bare bones. I create my sprites and hand-animate them when necessary in Krita, and any tweening is done in Godot itself. and all for an unique functionality (mesh). but reality is hard, and spine become a standard and spriter become an incomplete app. Spriter kikstarter is previous that Spine kickstarter and win in money to spine project. It´s a pitty, the main concept is cool, but buggy. I think that Spriter is a semi-dead project, I buy their pro version 2 years ago and aparently no new functionality has done in this time, maybe is a free-time-develop-software from an independent developer that works in other projects or go university or something like that. It will be very easy to write a runtime to export spriter-godot (there is nothing that you can do with spriter that you can´t do with animation player node) but there is no interest in do that, so, Spriter, for the moment, is a time overhead to the develop pipeline in godot and does not provide extra functionality. And Spriter haven´t runtime for godot (and have a runtime for construct2 for the love of god!). Mesh animation of Spriter is an old promise that never become real thing, only a buggy hidden feature. Spriter is cool, but godot handles the full functionality of spriter yet, if i need extern animation i use directly aseprite or pixeledit, and for non pixel animation, i use Dragonbones, that in new version handles mesh animation (that godot lacks).
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |