![]() ![]() If you are creating your game in Unity, you have a seamless pipeline without the need to re-treat the data in your game engine. ![]() Toon Boom has fully integrated this solution with the Unity game development rendering engine. You can also support multiple animations, such as idle, run, and jump, and reuse the same skeleton and drawings when possible by simply exporting new animation data. When you extract the data, you'll have sprite sheets that contain only the drawings of the body parts used in your Harmony scene file. By moving, rotating, scaling, and skewing the different drawing layers, you can create advanced looking animation. However, even with these limitations, you can create really great cut-out character animation in Harmony and extract all the data. The Game Bone deformers can be used on your rig with having to bake it to drawings. You can use Cutter effects (masking), but you cannot cascade them, meaning you cannot have more than one in a hierarchy chain. You can use tools like Morphing as well as Curve and Envelope deformers, but you’ll need to bake it out to drawings so they're interpreted properly in the game engine. Disadvantage: You are somewhat limited in the tools you can use in Harmony.Advantage: This is the lightest export, and will keep file sizes small which is ideal for mobile applications.You can extract the skeleton information, drawing information, and keyframe animation data, as well as deformations (bones and articulations only), cutter, transparency nodes, and timing columns. Toon Boom lets you extract all the data from Harmony to incorporate into a game engine. Raw game data export is appropriate when you want the file sizes to be as small as possible. You can then process an exported image sequence into a sprite sheet. If you're simply going to export on a frame-by-frame sequence, then you can use all the tools in Harmony without limitations. You may want to animate frame-by-frame, or you may want to animate with a cut-out character. If you’re making a game for consoles, like the PS or Xbox, then you have the freedom to create larger textures. If you need assistance with adapting data for your engine, contact /contact/support. Keep in mind, if you’re working with a custom engine, you can also process the Harmony data that’s exported and use it in a custom game engine. Import the Harmony data into the game engine. ![]() In that case, your most important consideration is to create efficient characters with very tight sprite sheets and reuse a lot of the animation to keep the file sizes small. They all have an impact on how you design, build, and animate characters.įor example, if you’re planning a mobile game for smart phones, then you will most likely want to keep your game under 50 MB, so it can be downloaded without having to be on Wi-Fi. These are just a few of the questions to consider before getting started.
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