60fps animation?
3absh
Member Posts: 601
I'm wondering if anyone of you guys has attempted this method.
Instead of using sprites, using behaviors like move to and rotate for different parts of the body (hand, head, torso, legs)
If you've tried this before, please share your experiences doing this
Comments
It just adds more code which is not really the best way , and it gets complicated depending on the game , sometimes performance drops and it will not look good + you will need many constrains running so animation should be better i think.
Sounds like you are looking to implement joints and some sort of kinematic movement system. While GS does not explicitly support joints (and kinematics) you can certainly roll your own. However, as @Icebox indicates, it can get complicated very fast and if done using constraints, it can rapidly eat up processing power.
Here is an idea from several years ago:
http://forums.gamesalad.com/discussion/62891/happy-holidays-gift-free-jointed-body-poser
Will GS support joints anytime soon?
On the balance of recent evidence I'd say joints are very unlikely in the short to medium term, there was talk from CodeWizard a while back about supporting Spine ( http://esotericsoftware.com ) so going by that I guess it's not technically impossible, but with education being the main push right now joints of any kind are unlikely unless there is great demand from maths/science departments in schools.
If 60fps animation is what you are after, you can do that right now, just create your animation externally to GameSalad and playback the frames at 60fps !
The fastest playback is 30fps
The fastest playback using the Animate Behaviour or a Timer is 30fps, but Loop and Constrain work at 60fps.
Try this: https://forums.gamesalad.com/discussion/63454/fast-frame-swap