下面这种格式的动画是怎么做的
This XML file does not appear to have any style information associated with it. The document tree is shown below.
properties
spritesheets
grossini.plist
grossini_blue.plist
grossini_family.plist
format
2
下面这种格式的动画是怎么做的
This XML file does not appear to have any style information associated with it. The document tree is shown below.
properties
spritesheets
grossini.plist
grossini_blue.plist
grossini_family.plist
format
2
json
不够用吗为何要XML动画?
这个是帧动画吧?
这是lua-test里面的例子
local cache = cc.AnimationCach:getInstance()
cache:addAnimations(“aa.plist”)
local animation = cache:getAnimation(“actionName”)
local action = cc.Animation:create(animation)
这里面能只用用的动画是怎么生成的
做这东西应该有特定的编辑器可以做。
如果只是想达到类似的效果,可以用1.6的动画编辑器来做
在动画模式下把你的动画序列一起拖动到同一个骨骼的动画帧上边就行,还可以编辑间隔等等。
那个红孩儿编辑器可以把
// "caches" are always singletons in cocos2d
auto cache = AnimationCache::getInstance();
cache->addAnimationsWithFile("animations/animations-2.plist");
// should be getAnimationByName(..) in future versions
auto animation = cache->animationByName("dance_1");
// Don't confused between Animation and Animate
auto animate = Animate::create(animation);
sprite->runAction(animate);
这里没用用到ExportJson文件啊
只是生成相同表现的动画。加载方式是用armature加载。
用1.6到处的带 ExportJson 文件的,ExportJson文件好大啊