![]() ![]() There is now an official C# runtime for DragonBones on GitHub: Because I wrote my own runtime the api is different too, so what code I have from then is pretty much useless now. ![]() It wasn’t that good (lots of garbage, didn’t batch draw calls) and it’s not compatible with the latest version. I only tried DragonBones, but back then there was no official runtime, so I started writing my own. So if you want swappable equipment, you can put some textures in displays and associate them with the relevant slots, then at runtime change the display index You can change what’s displayed by simply changing the display index. It can be a texture, a texture mesh (allows for free form deformation of a texture), or a nested armature. A slot has a list of Displays and a display index which determines what display it is currently showing. Slots can have a transform too, which is applied on top of the bone transform (so slots have a position relative to the bone their attached too, this makes them animate when the bone is animated). Each bone can have a collection of slots attached to it. Animations can change these transformations. The bones have a transformation associated with them. That has a list of bones, which by themselves are not visible. The base object is an armature (like a model). It’s probably not 100% the same for all three, but I implemented a runtime for DragonBones a while ago and here’s how it worked: I mentioned the runtimes, because that’s what allows you to interact with the animations by e.g. You could of course roll your own tool and runtime, like the peeps that made Salt & Sanctuary: īut they do supoprt switching sprites at runtime. The creators provide a C# runtime and got it working with MonoGame. DragonBones is a completely free tool with some of the features that are only in the paid versions in Spriter and Spine, like inverse kinematics, mesh deformation and events.Free version does not support advanced kinematics, mesh deformation, advanced tweeting curves and triggers (events during animation). ![]() An alternative with a free version is Spriter.It has an official MonoGame runtime on the following page: The ‘professional’ version is $300 or something. It does not have a free version, the ‘essential’ version ($70) does not support inverse kinematics or mesh deformation (deforming sprites during an animation). Spine is probably the most polished tool out there.I know of 3 good tools with a MonoGame runtime that can help you with 2d skeletal animation. ![]()
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