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Godot Dragonbones

godot-dragonbones is an effort to provide a full featured, free 2D Skeletal animation solution for Godot. In addition to improvements to the product itself; we also provide full engine builds and export templates.

For feature roadmap, binaries and export templates: http://godotdragonbones.com

I look forward to seeing you on our discord! Please consider supporting the project, all donations go into server costs and development time.

paypal


Getting Started

https://www.godotdragonbones.com/gettingstarted

Use this resource as the main entry point into using Godot Dragonbones. From there, it should be easy enough to find additional resources.

If you have a more specialized question, our Discord server is the best place for you to reach the people using it the most. :)


Supported Versions

  • Tested versions: Godot 3.2 + Godot 4.0
  • DragonBones Pro 5.6
  • Unconfirmed: Blender Cutout Animation Tools

Supported Platforms

  • Windows
  • Android (no pre-built export templates yet)
  • iOS (no pre-built export templates yet)
  • x11 (Linux)
  • Mac OSX Intel

Compiling

  1. Clone repository into godot/modules folder

  2. See the official docs for compilation instructions for every supported platform.

Platform specific flags

  • By default, javascript and android templates have no-rtti build flag enabled in their builds. Unfortunately, the DragonBones CPP API makes use of typeid quite abit and requires rtti. I believe it mostly affects build size a bit

Provided in the /build folder are a javascript and android rtti patch to be applied over the main Godot repository. This will remove these build flags and enable export templates for those platforms.

cd $GODOT_SOURCE_DIR

git apply build/android-no-rtti-patch.patch
git apply build/js-no-rtti-patch.patch

Sample

Samples

Play/Stop animation

var skeleton = get_node("skeleton")

# if needed set speed animation
skeleton.set_speed(0.5)

# set current animation, if not choosed before
skeleton.set("playback/curr_animation", "walk")

# start play	
skeleton.play()

# start play from time in sec
skeleton.play_from_time(2);

# start play from progress [0 - 1]
skeleton.play_from_progress(0.5);

#stop animation
skeleton.stop()

#stop all animation
skeleton.stop_all()

Mixing(blending) animation

var skeleton = get_node("skeleton")

# if needed set speed animation
skeleton.set_speed(0.5)

# play animation by layers, see DragonBones documentation for parametrs
skeleton.fade_in("idle", -1, -1, 2, "", GDDragonBones.FadeOut_All)
# 1. "idle" 	-- The name animation.
# 2. "-1" 	-- The fade in time. [-1: Use the default value of animation data, [0~N]: The fade in time (In seconds)] (Default: -1)
# 3. "-1" 	-- playing repeat times. [-1: Use the default value of animation data, 0: No end loop playing, [1~N]: Repeat N times] (Default: -1)
# 4. "2" 	-- The blending layer, the animation states in high level layer will get the blending weights with high priority, when the total blending weights are more than 1.0, there will be no more weights can be allocated to the other animation states. (Default: 0)
# 5. "" 	-- The blending group name, it is typically used to specify the substitution of multiple animation states blending. (Default: null)
# 6. GDDragonBones.FadeOut_All -- The fade out mode, which is typically used to specify alternate mode of multiple animation states blending. (Default: GDDragonBones.FadeOut_SameLayerAndGroup)
#	GDDragonBones.FadeOut_None 		-- Do not fade out of any animation states.
#	GDDragonBones.FadeOut_SameLayer 	-- Fade out the animation states of the same layer.
#	GDDragonBones.FadeOut_SameGroup 	-- Fade out the animation states of the same group.
#	GDDragonBones.FadeOut_SameLayerAndGroup -- Fade out the animation states of the same layer and group.
#	GDDragonBones.FadeOut_All 		-- Fade out of all animation states.	
#	GDDragonBones.FadeOut_Single  		-- Does not replace the animation state with the same name.
#
# skeleton.fade_in("walk", 0.3, 0, 0, "normalGroup", GDDragonBones.FadeOut_All)

# run animation in "1" layer
skeleton.fade_in("eyes_idle", -1, -1, 1, "", GDDragonBones.FadeOut_SameLayer)

# stop specified animation by name
skeleton.fade_out("eyes_idle")

Set pose from animation

var skeleton = get_node("skeleton")

# choose animation
skeleton.set("playback/curr_animation", "idle")

# seek animation [0.0-1.0]
skeleton.seek(0.5)

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Plugin module for Godot 2.1 & Godot 3 Game Engine to use DragonBones

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