Add support for bones origin and angle parameters.
Bug fix which did not allow rendering of png format images. (link)
This week, I was able to understand the bone link convert method and implement some of it’s features.
In the next week, I will be extending support for the skeleton layer and bones(such as base value).
Any feedbacks and suggestions are most welcome.
Stay tuned for the next update.
-Anish
Yes, this seems to be the case. But as per my understanding, add_polygon() is only used for non-curvy figures. For curvy figures, move_to and cubic_to functions are used. But still I will check this out and inform whatever I find, here.
Oh, In this case, I will prioritize the development of all other bone parameters which are left.
@KonstantinDmitriev, Could you point at the difference between recursive and local length scale.
I have attached a file below. In that, there are 3 bones: bone1, bone2, bone3 where bone3 -> bone2 -> bone1 -> root_bone. A star layer has it’s origin attached to bone3.
Initially all of them have local and recursive length set to 1.
Case 1: change recursive length of bone1 to 2.
Case 2: change local length scale of bone1 to 2 and local length scale of bone2 to 2.
According to my understanding, both cases should have resulted in the same animation, but this is not the case.
Could you provide some help here please. skeleton_example.sifz (1.1 KB)
This week was mostly filled with the final submission of GSoC project. I was able to fix some bugs reported by @KonstantinDmitriev. I have pushed the development of recursive scale length to a later date. I will need to figure out the math for it first.
In the next week, I will be resolving more issues submitted to the github issue tracker regarding the lottie exporter.
Any suggestions or feedback are most welcome
Stay tuned for the next update.
-Anish
In new approach Synfig first constructs a straight line and puts all width points on it. In the next step it bends line according to real contour of advanced outline.
For a property in adobe after effects, expression example: if(false) value*2 else value*4
When you convert this to Lottie format using bodymovin, this is how it looks: "x": "var $bm_rt;\nif (false)\n $bm_rt = mul(value, 2);\nelse\n $bm_rt = mul(value, 4);"
Here is an example json file depicting the above example: data.zip (766 Bytes)
P.S. Adobe after expression are pretty easy to guess if you have a little bit experience with C language. You can either guess or google search for most of the expressions and try them in adobe after effects. BTW Adobe after effects has only 7 days trial period(and that is why I support open source ). I will directly message you a work around for this 7 days trial period if you need.