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Merge pull request #2116 from YeldhamDev/2d_skeletons_fix
Small fixes for the "2D Skeletons"-related pages
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@@ -24,7 +24,7 @@ The following tutorial will, then, explain 2D skeletal deformations.
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Setup
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-----
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.. seealso:: Before starting, it is advised to go through the :ref:`doc_cutout_animations` tutorial
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.. seealso:: Before starting, it is advised to go through the :ref:`doc_cutout_animation` tutorial
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to gain a general understanding of animating within Godot.
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For this tutorial, we will be using a single image to construct our character. Download it from :download:`gBot_pieces.png <img/gBot_pieces.png>`
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@@ -77,7 +77,7 @@ Blend2 / Blend3
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These nodes will blend between two or three inputs by a user-specified blend value:
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.. image:: img/animtree5.gif
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.. image:: img/animtree5.png
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For more complex blending, it is advised to use blend spaces instead.
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@@ -91,7 +91,7 @@ OneShot
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This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters.
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.. image:: img/animtree6b.png
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.. image:: img/animtree6b.gif
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Seek
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^^^^
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@@ -51,8 +51,8 @@ unlike other tools meant for this, Godot has the following advantages:
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And much more!
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Making of GBot!
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~~~~~~~~~~~~~~~
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Making of GBot
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~~~~~~~~~~~~~~
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For this tutorial, we will use as demo content the pieces of the
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`GBot <https://www.youtube.com/watch?v=S13FrWuBMx4&list=UUckpus81gNin1aV8WSffRKw>`__
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@@ -339,8 +339,8 @@ add keyframes. Selecting the endpoint of the chain and inserting a
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keyframe will automatically insert keyframes until the chain base too.
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This makes the task of animating extremities much simpler.
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Moving sprites above and behind others.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Moving sprites above and behind others
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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RemoteTransform2D works in most cases, but sometimes it is
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necessary to have a node above and below others during an animation. To
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@@ -362,10 +362,10 @@ your animation.
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.. image:: img/tuto_cutout24.png
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2D Skeletal deform
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~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~
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Starting with Godot 3.1, 2D skeletal deform is supported, which can be used to enhance this workflow and add more flexibility
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(single pieces can deform more organically instead of having to use many separate ones).
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This process is described in a :ref:`separate tutorial <2d_skeletons>`.
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This process is described in a :ref:`separate tutorial <doc_2d_skeletons>`.
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