[solved]Question Integrating breathing animation?

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Cristiander
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[solved]Question Integrating breathing animation?

#1 Post by Cristiander » Tue Mar 07, 2017 2:21 pm

I've seen other programs using Live2d and similar software to give more life to the portraits.
Does Ren'py have such an option?

I want to give a simple breathing animation for my characters
Last edited by Cristiander on Sun Apr 02, 2017 2:31 pm, edited 1 time in total.

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indoneko
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Re: Question Integrating breathing animation?

#2 Post by indoneko » Tue Mar 07, 2017 2:35 pm

Renpy doesn't support Live2D.

You could, however, export your live2D animation into a movie (preferably in webm format) and then use that displayable in renpy.
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Re: Question Integrating breathing animation?

#3 Post by Cristiander » Tue Mar 07, 2017 2:55 pm

indoneko wrote:Renpy doesn't support Live2D.

You could, however, export your live2D animation into a movie (preferably in webm format) and then use that displayable in renpy.
Would that start to lag the game if I use too many?

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Re: Question Integrating breathing animation?

#4 Post by Imperf3kt » Tue Mar 07, 2017 4:56 pm

No as it is one displayable.
If you export a movie, make a separate movie for each scenario.
If, however, you export still images and use ATL to string them together, possibly.
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Re: Question Integrating breathing animation?

#5 Post by famakki1 » Wed Mar 08, 2017 4:16 am

If your 'breathing' sprite/character can be split into multiple frames, you could use ATL to define an image as an animation. For example:

Code: Select all

image character:
        "data/character_frame1.png"
        linear 0.1
        "data/character_frame2.png"
        linear 0.1
        "data/character_frame3.png"
        linear 0.1
        "data/character_frame4.png"
        linear 0.1
        "data/character_frame3.png"
        linear 0.1
        "data/character_frame2.png"
        linear 0.1
        repeat
Later on you can just use normal show functions to place your images...

Code: Select all

show character at center with dissolve

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indoneko
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Re: Question Integrating breathing animation?

#6 Post by indoneko » Wed Mar 08, 2017 2:58 pm

Cristiander wrote:Would that start to lag the game if I use too many?
Just curious... how many animations (sprites and what not) are you going to put on screen all at once?
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Re: Question Integrating breathing animation?

#7 Post by ISAWHIM » Thu Mar 09, 2017 1:36 am

There is also a neat "GL shader", called "renpy-shader"... Not an easy thing to setup, but it can do that, and more.

I personally use the above posted manual animation method for my work.


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Re: Question Integrating breathing animation?

#8 Post by SundownKid » Thu Mar 09, 2017 6:25 am

You can make a Live2D-esque animation using ATL. The simplest way would be to make a repeating animation where the yzoom of the character slightly decreased and increased using an "ease" type of transform. Or you can separate the head into another part so only the torso changes in size while the head just goes up and down. You can even combine it with lip-flap while they are moving.

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Re: Question Integrating breathing animation?

#9 Post by Cristiander » Wed Mar 15, 2017 4:21 pm

I ended up exporting my animation as a webm and defining it as an image.

Still, thank you guys for all the options :)
The shader demo looks especially interesting.

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Re: [solved]Question Integrating breathing animation?

#10 Post by Sehaf » Thu Dec 14, 2017 12:26 pm

I tried to do the shader demo, All of it worked but the bone edditor. >_<
Anyone who got that working?
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