grapefrukt / grapefrukt-export Goto Github PK
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a set of actionscript tools to export animations and graphic assets made in flash authoring to other formats.
cool exporter you've got here :) I'm using the animation extractor
I'm wondering how you handle skews. Because in DancingDarwin, there a symbol that is indicated as skewed(specifically rarm)
https://github.com/tsaizhenling/stuff/blob/master/Screen%20Shot%202012-09-07%20at%203.30.30%20PM.png
but in animations.xml, single rotation values are generated, just like all other components. I have parsed the data into an iOS project, everything looks right except that component. I'm guessing that I should not be skewing the movie clips at all.
This project is truly awesome! I'm glad I found this. I was looking through the examples and messing around a bit and noticed that your XML export seems to bake the keyframe data to standard frames. Is it possible to export only the keyframes, and have whatever run-time engine interpret the tweens?
Hello,
I am testing the export and realized from watching the help video (even though I did not hear it mentioned), that one needs to set ActionScript linkage for the used library objects.
Now I have managed to get the export running, but I still seem to have something missing as I only get the Animation names in the animations.xml, the frame counts mentioned seem also correct (in my case 16 and 40 for two animations). But I am missing the actual frame data.
The exporter does give a warning:
ChildFinder removing unnamed instance: instance10 at frame: 1 in parent: [object mushmoving]
The time line for my library symbol [named: mushmoving] is like this:
title | o mushing...........|o jumping..........| control | ........................................| mushroom | o------>|o------->|o|o--------------->|o|
And on the main scene I have the
...
AnimationExtractor.extract(export.animations, new mushmoving);
export.export();
This is what I get in the animations.xml:
Animations Animation name="jumping" frameCount="16" Animation name="mushing" frameCount="40" /Animations
Hi,
the exporter seems very nice! Perhaps you could add the flp- project file to help trying to mess around with the project. I was planning to try out exporting to a custom format, and thus would need to create a custom exporter .swc. Or what do you think is the best way to start modifying/adding stuff to the exporter?
I tried to use flash to create character's animations with some parts need flip and alpha. But when I export animation to xml and sheet, I noticed that there no alpha or flip property. Could you add these properties for animation's frame?
Due to the direct coupling between Textures and Animation Parts there is duplication of texture assets when assets are reused. We have for instance a scene with multiple butterflies that use the same sprite sheet animation. For each butterfly in the scene the exporter will create a separate animation texturesheet. This is hugely wasteful especially for big animation sheets.
Is this something you have run into or something you plan to do something about?
I am working on a project that needs a custom puppet system built for it. Your grapefrukt exporter has been just the right tool to find to create an XML file from the Flash animation. However, I cannot find a code that allows me to export to an XML from the bones of the animation skeleton in Flash that contain movie clips.
Is there a code that I am missing to allow me to export bones to the XML file? I have gone through your tutorials and have been glued to your YouTube channel for a few hours now trying to see if there is anything I missed. Any information or help would be greatly appreciated!!
Hi, we're using the exporter and it's awesome, thanks.
One thing we run into, is that sometimes zIndex isn't correct.
There are a bunch of layers in the exported sheet that share a zIndex, can you describe where zIndex is coming from? We do a bunch of things such as duplicate art and give it different symbol names, so I'm wondering if this has something to do with it. Our solution right now is to manually change the zIndex for the texture's that are out of order.
Thanks!
-David
Why not using JSFL?
Sorry, I didn't noticed any skew transformations. Is skew supported by your awesome exporter?
For instance the god scores export has the layers export in the following order:
The actual draw order is by my best guess the following:
Either the Part or the Frame should include a draw order or z value. My understanding of Adobe Animate is limited so I wouldn't know..
Hello, I use the lattest version of grapefrukt-export.
I have made animation character in Adobe Flash.
Then, I added grapefrukt-export and exported character (with script).
But, there is the troubles with texture size in exported files. I take head to show you example, but there is the same situation with other parts of enemy character.
Can you help me? What's the problem?
I made an example project with a very simple implementation of an importer + playback in XNA if anyone is interested.
The framerate is never exported, even when using:
Settings.defaultFramerate = -1
(Is it even possible to get the framerate of a MovieClip?)
May be I didn't found something, grapefrukt seems very sophisticated project with lots of features, but I have a problem of exporting flash project into Starling. Grapefrukt works well, but I am getting xml which looks like this:
<Textures>
<TextureSheet name="copy1">
<Texture name="R_05" width="30" height="30" path="copy1/R_05.png" registrationPointX="15.00" registrationPointY="15.00" zIndex="201"/>
...
<Texture name="n_1_99" width="45" height="40" path="copy1/n_1_99.png" registrationPointX="2.00" registrationPointY="2.00" zIndex="1"/>
</TextureSheet>
</Textures>
There is no coordinates of objects and that's strange why do you need zIndex, if you don't have coordinates? May be I've missed something, or please give me idea how to make it. Thanks in advance!
Hi grapefrukt
Is it possible to generate clip name automatically randomly
How can I change your src , to make it do that way instead of giving names manually
I think sprite has a default name , so no need to give it a name ?
Thanks
It would be great if the exporter could export animation frames as separate image files. This would allow more optimal repacking using software like TexturePacker to reduce whitespace around frames.
Hi,
First off, incredibly useful tool, thanks for making open source! :)
I've been R&Ding the atlas exporter, which is working really well, however when adding a font to the atlas, the font image is added, but the texture sheet entry doesn't exist, so I don't know the rectangle of the font in the bitmap.
Have you seen this behaviour? What do you think is the best way around this?
Cheers,
Shane
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