Comments (11)
+1 vote from me for providing the DragonBones Pro Editor source code. This tool was absolutely invaluable to our game project, Abalon, and I made extensive upgrades and enhancements to the run-time AS3 code to support things like pure-vector scaling and modular armatures.
It would be wonderful to have access to the source code for the editor so that we can continue to develop further innovations, including the potential to integrate direct animation editing within our production pipeline. Additionally, it would be great to continue the application lifespan for the time when the last release package will inevitably fail to install or authenticate on newer OS.
from dragonbonesas.
@rmros I am glad to help! :)
If I remember it right it will work with Flash CS5 (or CS4). I've not tested it with older versions. As you can see this repo is little bit outdated, and there may be problems with Extension Manager.
We use our modified version of the panel (it's work good on all Flash/Animate, we add some features like ATF packaging, made some optimizations which may be not compatible with current version of DragonBones), but our repo is private. A'll ask about making it OpenSource, may be we will make PR.
But there is some limitations in Flash/Animate IDE plugin: the main is that it's not support mesh transformations. If you need it, dont waste your time with the plugin and use DragonBones Pro editor.
from dragonbonesas.
Hi, some news about making the DragonBones Pro opensource? I want to make Linux port but without source it is difficult :D. Thank you.
from dragonbonesas.
May be at this page, you can get what you need: https://github.com/DragonBones
from dragonbonesas.
It is looks like you are looking for Dragon Bones editor source code. Only Flash IDE plugin source code available: https://github.com/DragonBones/DesignPanel
from dragonbonesas.
@jackdracon im thank you for your response 👍
this repository covering runtime's , i cant see any dragonbone editor repository,
how i can to access that?
from dragonbonesas.
@freem-trg im thank you great man 👍
i will try it ,
this repository work in animation cc (latest flash version)?
from dragonbonesas.
@freem-trg , you are great :)
in fact i need to learn how create some editor like spine sprinter dragon bone editor
can i contribute to yrs private project?
do u know any other open source project like dragon bone?
from dragonbonesas.
@rmros
So may be these repos can be usefull for you:
https://github.com/DragonBones/DesignPanel (most of animations you create via Flash IDE and then you can just tune them via panel. And after it panel write animation data (format) wich you can use in your project via https://github.com/DragonBones runtimes). But the panel is not fully functional animation editor.
Another popular animation libs (i've never used them, i don't know are there OpenSource editors available):
https://github.com/tconkling/flump
https://github.com/aduros/flambe
from dragonbonesas.
Hi, some news about making the DragonBones Pro opensource? I want to make Linux port but without source it is difficult :D. Thank you.
It's sad that they closed the project and did not post the source code of the DragonBones PRO editor
But in theory you can decompile and edit the DragonBones editor using https://github.com/jindrapetrik/jpexs-decompiler
Since the editor is written in AS, you can edit it through this program (DragonBonesPro.swf file), but alas, all the AS code is obfuscated there, and in order to understand the code, it may take some time to deobfuscate it.
But in fact, the DragonBones Pro editor uses Adobe AIR as far as I understand, so you may not need to touch DragonBonesPro.swf to make the program work under linux
from dragonbonesas.
+1 vote from me for providing the DragonBones Pro Editor source code. This tool was absolutely invaluable to our game project, Abalon, and I made extensive upgrades and enhancements to the run-time AS3 code to support things like pure-vector scaling and modular armatures.
It would be wonderful to have access to the source code for the editor so that we can continue to develop further innovations, including the potential to integrate direct animation editing within our production pipeline. Additionally, it would be great to continue the application lifespan for the time when the last release package will inevitably fail to install or authenticate on newer OS.
While we still don't have the editor's source code, I had an idea on how we can update the DragonBonesPro editor without fear of copyright infringement.
My idea is to make changes to the decompiled source code using patches (about the same way it has been working for many years in the third party Minecraft servers core development environment.)
Yes, the end user will have to spend some time getting the patches back to the original .swf file. But I think this is the easiest way to continue developing and updating DragonBonesPro (editor).
If you still have interest in developing DragonBones - let me know.
from dragonbonesas.
Related Issues (20)
- What kind of method instead addTextureAtlas in 4.7? HOT 2
- nested armature error on dispose HOT 1
- Animations is blinking if change it in LOOP_COMPLETE event HOT 2
- Lost context for Starling 1.x HOT 9
- DragonBones 4.7 mesh issue with Starling 1.8 HOT 2
- Is there a way to Scale armature.display with smooth texture? HOT 4
- slot getBounds() for collision detection HOT 3
- slot getBounds() scale?
- Assetmanager & multi-resolution problem HOT 3
- Handling multi-resolution textures with `addTextureAtlasData` HOT 3
- help : no AS easy tutorial HOT 3
- Default animation HOT 1
- found problem on ObjectDataParser.as HOT 1
- Baseobject.as HOT 1
- 动画播放第一次的时候,FRAME_EVENT不触发
- Add support of TextureAtlas frames for trimmed textures HOT 2
- Add support of Dragon Bones 5.5 skeleton format HOT 6
- Ik Constraint Target -> Bend is Ignored?
- Animations ignore IK properties
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