Re: about Game engine for json
Posted: Wed Oct 10, 2018 3:05 am
If the moho does not support json format, it will lose the hottest H5 game market.Game workers no one uses Moho
My quote would be much higher than that. It's not a small task.dkwroot wrote:If enough people are interested in this, they could start a money pool and hire a scripter to make a json exporter that works with the spine or dragonbones importer. This would probably cost at least $1000. If you hire someone from India or Indonesia, you might be able to get it for less.
I would too, but they might find someone willing to do it for that price. On fivver, I've seen coders from India, China and Philippines build entire apps for dirt cheap. They have an advantage living in a place where the monthly income is less than $500.synthsin75 wrote: My quote would be much higher than that. It's not a small task.
More than likely it would just limit Moho output to what's already doable in existing game engines. And even that would be more than a few hundred bucks.JaMike wrote:I showed this thread to a game developer friend of mine. He said that json is just a file format, like a text file. There would need to be plug-ins developed for all the game engines that would implement Moho's functions exactly. That's a big deal. Not something that can be outsourced for a few hundred bucks.
Mike Clifton is no longer involved with Moho.Basically, unless Smith Micro (or Mike Clifton) decide to do this by themselves, it isn't ever going to happen. It requires detailed knowledge of how Moho works internally.
I agree. You can always build sprite sheets from any animation.Personally, I'd prefer for Moho to concentrate on animation tools rather than game export.
We weren't discussing developing an importer for the game engines, but a json exporter that piggy-backs on the "Spine" or "DragonBones" importer. The JSON format for both of those programs is open and documented.JaMike wrote:I showed this thread to a game developer friend of mine. He said that json is just a file format, like a text file. There would need to be plug-ins developed for all the game engines that would implement Moho's functions exactly. That's a big deal. Not something that can be outsourced for a few hundred bucks.
No it doesn't, it just needs bone/layer data which is available in the scripting API. It'll be time consuming translating Moho animation data to spine's json format, but it can be done. If we found a scripter who is familiar with spine or dragonbone's json format, they would have an easier time doing this.JaMike wrote:Basically, unless Smith Micro (or Mike Clifton) decide to do this by themselves, it isn't ever going to happen. It requires detailed knowledge of how Moho works internally.
Yeah I know, I included him as he has detailed knowledge of how Moho works internally. If he ended up working at Unity, you can bet they'd have a Moho importer in a couple of weeks.synthsin75 wrote:Mike Clifton is no longer involved with Moho.
Okay, I don't really know enough about this stuff, but if you weren't using the special unique features of Moho, and you're just using basically cut-out animation and bringing it into Spine, why wouldn't you just stick with Spine? Or Blender COAT? Or Dragonbones? Or Unity? What am I missing here?dkwroot wrote:We weren't discussing developing an importer for the game engines, but a json exporter that piggy-backs on the "Spine" or "DragonBones" importer. The JSON format for both of those programs is open and documented.
Not bring Moho animation into Spine, Dragonbones, etc. but using that format to translate Moho animation into game engine JSON. I don't know how those tools compare when creating animation, so I assumed the OP would prefer to animate in Moho.JaMike wrote:Okay, I don't really know enough about this stuff, but if you weren't using the special unique features of Moho, and you're just using basically cut-out animation and bringing it into Spine, why wouldn't you just stick with Spine? Or Blender COAT? Or Dragonbones? Or Unity? What am I missing here?dkwroot wrote:We weren't discussing developing an importer for the game engines, but a json exporter that piggy-backs on the "Spine" or "DragonBones" importer. The JSON format for both of those programs is open and documented.
That makes sense.synthsin75 wrote:I assumed the OP would prefer to animate in Moho.