Developers Manual > Cocos Studio > Animation Editor > Animation Editor Common Operations

Animation Editor Common Operations

Create skeleton

* Animation Examples

* Needed Mode
Physical Create
* Procedure
# Use the left mouse button in the rendering area to start drawing skeletons.
# Release the mouse to complete the drawing. An anchor will be displayed if the drawing is too short.

Modify Skeleton

* Animation Examples

* Needed Mode
Physical ModeStop
* Procedure
# Adjust skeleton’s direction
Select the Rotate button located in the toolbar, then drag the needed skeletons to adjust the direction of the bone.
# Adjust the pivot position
Select the pan buttons in the toolbar., then drag the skeleton to adjust the position of the skeleton.
# Adjust the length of the skeleton
Select the Zoom In button in the toolbar., then drag the skeleton to adjust the length of the skeleton.

Add Texture

* Animation Examples

* Needed Mode
Physical Stop to
* Procedure
* Solution A:Select skeleton, drag the picture from the resource panel to the rendering resource properties box of the properties panel.
* Solution B:Drag the texture from the resource panel to the rendering panel.
* Note:
Solution A will be binded to the skeleton directly, and won’t be changed.
h2. Bind to bone
** Animation Examples

* Needed Mode
**Physical
Stop to
* Procedure
# Select the texture in the rendering panel and then select the content menu option Bind to skeleton or Alt+ F.
# Select the skeleton in the rendering panel, which is needed to be binded.
# Software notification: "Picture will be binded to the skeleton, continue? Select the Yes option.

Bind parent relationship

* Animation Examples

* Needed Mode
Physical Stop to
* Procedure
# Select the skeleton in the rendering panel, which is about to be selected as a child.
# Select the content menu option Bind to parent or Alt + P.
# Select the skeleton, which is about to be parent.
* Note:
One skeleton has only one parent, but it can have many children.

Delete Selected

* Animation Examples

* Needed Mode
Physical Stop
* Procedure
# Select the skeleton in the rendering panel, which is about to be deleted.
# Select the content menu option Delete Selected (DELETE) then the object can be deleted.
* Note:
All the children will be removed when deleting; if just deleting the current skeleton, the parent relationship needs to be removed.

Remove parent relationship

* Animation Examples

* Needed Mode
Physical Stop to
* Procedure
# Select the skeleton in the rendering panel, which is about to be deleted.
# Select the content menu option Remove parent relationship or ALT + D then the binding relationship can be removed.

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