[RMMV] DragonBones 2d Animation Integration

exel.exe

Veteran
Veteran
Joined
Feb 7, 2014
Messages
67
Reaction score
18
First Language
español
Primarily Uses
i can make my armature jump im make it wrong? i took the code from drigwood and itdosnt work on
armatures, here a test:


here the code:

<target action>

camera focus: target

zoom: 120%, 30

opacity not focus: 0, 60

wait for opacity

move user: targets, front, 20

jump user: 200, 20

wait for movement

motion attack: user

action animation: target

wait for animation

action effect

immortal: target, false

zoom: 100%, 60

wait: 60

opacity not focus: 100%, 60

wait: 60

</target action>

sorry for the bad english
 

bhindi1224

NOT Indian Okra
Veteran
Joined
Sep 19, 2017
Messages
295
Reaction score
168
First Language
English
Primarily Uses
RMMV
Hi, someone has an old version of the dragonbones installer is that i update and now does not work with the plugin
Export your files as Dragonbones 5.0 You have the option on export.

Edit: Sorry, literally was answered just a few posts down. Not sure how to delete posts.
 

SwiftIllusion

Veteran
Veteran
Joined
Jan 8, 2016
Messages
103
Reaction score
168
First Language
English
Primarily Uses
@Dirge I was able to get the animation locations working correctly, though I'm not sure how efficient it is (hopefully the plugin will be updated in the future to have this fixed).
Open the plugin file KELYEP_DragonBones.js with a good text editor (recommend notepad++ which is free), search for "Sprite_Battler.prototype.updateStateIconSpritePosition = function() {" and below that section add
Code:
dragonBonesIntegration.Sprite_Animation_updatePosition = Sprite_Animation.prototype.updatePosition;
Sprite_Animation.prototype.updatePosition = function() {
  dragonBonesIntegration.Sprite_Animation_updatePosition.call(this);
  if (typeof this._target._battler != 'undefined'){
    if (this._animation.position !== 3) {
        if (this._animation.position === 0) {
            if (this._target._battler.isActor()) {
            this.y -= this._target._battler.actor().meta.dragonbone_height;
            } else {
            this.y -= this._target._battler.enemy().meta.dragonbone_height;
               };
        } else if (this._animation.position === 1) {
            if (this._target._battler.isActor()) {
            this.y -= this._target._battler.actor().meta.dragonbone_height / 2;
            } else {
            this.y -= this._target._battler.enemy().meta.dragonbone_height / 2;
               };
        }
    }
    }
};
To also fix this for side view enemies if necessary, open YEP_X_AnimatedSVEnemies.js and below the "Yanfly.SVE.Sprite_Enemy_update = Sprite_Enemy.prototype.update;" section add
Code:
Yanfly.SVE.Sprite_Animation_updatePosition = Sprite_Animation.prototype.updatePosition;
Sprite_Animation.prototype.updatePosition = function() {
  Yanfly.SVE.Sprite_Animation_updatePosition.call(this);
  if (typeof this._target.parent._battler != 'undefined'){
    if (this._animation.position !== 3) {
        if (this._animation.position === 0) {
           if (this._target.parent._battler.isEnemy()) {
            this.y -= this._target.parent._texture.height;
           };
        } else if (this._animation.position === 1) {
           if (this._target.parent._battler.isEnemy()) {
            this.y -= this._target.parent._texture.height / 2;
           };
        }
    }
   }
};


@exel.exe Jump only works for animated side view enemies (with YEP_X_AnimatedSVEnemies.js)
So for that enemy you need to manually animate the jump in DragonBones, like this
 

exel.exe

Veteran
Veteran
Joined
Feb 7, 2014
Messages
67
Reaction score
18
First Language
español
Primarily Uses
thanks for the feedback I will start my tests again with new animations for jumps
 

Ultimar

Warper
Member
Joined
Sep 20, 2015
Messages
3
Reaction score
0
First Language
English
Primarily Uses
Will this eventually be compatible with Victor's animated battle sprites? YEP is somewhat limited in the animation department compared to his system.
 

bhindi1224

NOT Indian Okra
Veteran
Joined
Sep 19, 2017
Messages
295
Reaction score
168
First Language
English
Primarily Uses
RMMV
I'm not sure I have this question formed properly, but here goes. I was looking at Spriter because I see a lot of resources that already have existing Spriter animations. Do you know of a way to convert the .scon or .scml file from Spriter into a JSON file that can be read by Dragonbones? I've been redoing all the animations inside of Dragonbones and it's becoming a chore. I would LOVE to have the ability to just convert those files over, but I have practically no programming experience. Just comparing the two application's files, .scon and .json, inside of Notepad++ they seem to have similar data, but I would have no idea how to change the format of one to the other. If it helps at all, and I honestly wouldn't even be able to tell if it does, the reference for the .scml file is located here.

Just to be completely clear, I want to use Spriter .scml (or .scon) animation files to animate in MV. I would like to do it by either a plugin magically being produced to import Spriter files, or a way to use them with the Dragonbones plugin. I don't expect any solution to this as I've noticed threads about MV using Spriter for a long time that go unanswered, but here's hoping! :kaoluv:
 

Rhino

~Inactive~
Veteran
Joined
Feb 28, 2017
Messages
482
Reaction score
788
First Language
English
Primarily Uses
RMMV
Hello, I'm using version 4 of your demo, and noticed a problem with the animations drawn directly on the screen (by talking to Vice.) The demon's run and dead animations will play, but normalattack and uniqueattack do not. I tried replacing it with Ubbie and found that atc and stand work, but turn face and walk just don't play. It doesn't matter what order you try to play them in. I haven't edited any of the files, so I can't think of any reason why they're not working.

I can see that they're working in the original video of the demo you posted. If anyone can confirm that this is a real issue that arose in the current version, and that there's an old copy where it's working as intended, I'd really appreciate if that could be shared. ;_;

Edit: Tested it with one of Aekashics battlers and it seemed to work fine, so this is pretty strange. I'm just going to go ahead and make my custom battler and hope it works :kaoswt:
 
Last edited:

styx92

Veteran
Veteran
Joined
Jan 7, 2016
Messages
310
Reaction score
39
First Language
German
Primarily Uses
Hey guys :D
No one found a way to convert SpriterPro animations into DragonBones? :kaocry:
 

KasuraKen

Villager
Member
Joined
Oct 5, 2017
Messages
10
Reaction score
0
First Language
Englisch
Primarily Uses
RMMV
So I have a problem. It says "dragonbones is not defined" when I start a testbattle. Can someone help?
 

Dirge

Sound Engineer
Veteran
Joined
Apr 5, 2015
Messages
413
Reaction score
284
First Language
English, German
Primarily Uses
N/A
@KasuraKen did you define the battler in the enemy's notetag in the database?
 

Isabella Ava

Veteran
Veteran
Joined
Sep 13, 2016
Messages
635
Reaction score
756
First Language
English
Hello, please help i cannot make the evade animation play.
I am sure that the animation name is correctly (evade in dragonbones and Ani Evade: evade in RPGMV)
any other animations work fine.
Can anybody confirm that evade animation work fine for you?
 

KasuraKen

Villager
Member
Joined
Oct 5, 2017
Messages
10
Reaction score
0
First Language
Englisch
Primarily Uses
RMMV
@Dirge Yes. I wrote the notetage with the battler name in the notes.
 

Dirge

Sound Engineer
Veteran
Joined
Apr 5, 2015
Messages
413
Reaction score
284
First Language
English, German
Primarily Uses
N/A
@SwiftIllusion hey, upon further testing, that snippet of code fixed animation placement for enemies but not for actors. Is it meant to only work with enemies?
 

Dirge

Sound Engineer
Veteran
Joined
Apr 5, 2015
Messages
413
Reaction score
284
First Language
English, German
Primarily Uses
N/A
That it did, I didn't see that it had been updated. Nice, thank you!
 

Kike

Paladin
Veteran
Joined
Nov 18, 2015
Messages
46
Reaction score
24
First Language
Portuguese - Br
Primarily Uses
RMMV
I found a incompatibility with animation in map
1.png

Cannot read property 'hasDragonBone' of undefined

It's happen when I use an event animation:

2.png

If I remove this, the event works, and if I remove dragonbones plugin, it works too, but they're incompatibles, I already tried to change the position of the plugin, however... no results...:kaocry:
 

Harken_W

Veteran
Veteran
Joined
Oct 13, 2015
Messages
80
Reaction score
22
First Language
English
Primarily Uses
N/A
@KasuraKen I've had this same error, Are your "dragonBonesPixi.js" and "dragonBones.js" in their own folder in the 'libs' folder?
the folder name should be "dragonBones"

js/libs/dragonBones/


Extra note. I did this because of how it tells you to insert
<script type=”text/javascript” src=”js/libs/dragonbones/dragonBones.js”></script>
<script type=”text/javascript” src=”js/libs/dragonbones/dragonBonesPixi.js”></script>

into the index.html.

So I assume if you didn't want them in their own folder you'd instead insert.
<script type=”text/javascript” src=”js/libs/dragonBones.js”></script>
<script type=”text/javascript” src=”js/libs/dragonBonesPixi.js”></script>

However I'm no programmer of any kind, these are just my assumptions.
 
Last edited:

airdrowned

Warper
Member
Joined
Nov 13, 2015
Messages
3
Reaction score
0
First Language
English
The battler I made in DragonBones is not showing up as an actor or enemy. I exported as Data Version 5.0 and checked exact spellings. When I change the battler name to one of the premade battlers, it works. Mine keeps showing as blank. I even downloaded DragonBones 5.3 to see if that was the issue... No luck.
 

Attachments

Last edited:

airdrowned

Warper
Member
Joined
Nov 13, 2015
Messages
3
Reaction score
0
First Language
English
The battler I made in DragonBones is not showing up as an actor or enemy. I exported as Data Version 5.0 and checked exact spellings. When I change the battler name to one of the premade battlers, it works. Mine keeps showing as blank. I even downloaded DragonBones 5.3 to see if that was the issue... No luck.
Fixed by changing the name of my armature in DragonBones to match the filename.
 

orochii

Abomination of life, or life itself.
Veteran
Joined
Apr 29, 2012
Messages
652
Reaction score
359
First Language
Spanish
Hi! Sorry if this has been asked one hundred times, but... is there any chance of this working for characters on map too? I was thinking about using something like this for animating my character's expressions, or changing equipment, etc. I'm doing for now my characters in layers for each part. If there is no plan of doing that, no worries, I'll try and make the good old composite characters (a bunch of sprites one over the other).

Thanks!
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

I spent a lot of time creating it.
Follow up new work.
With every new day I'm working on more and more exciting stuff, how can I even control my own hype?
Angry kitten at the vet tries to sound scary but not doing a very good job of it.

Project Recruitment Threads be like: "Just need an artist, mapper, coder, musician and writer! I will put them all together myself." That's not a project team, that's you wanting other people to make everything for you.

Forum statistics

Threads
103,127
Messages
997,479
Members
134,599
Latest member
deadlyduel
Top