Creature Data Export

  • Multiple Images:

  • Every frame of your animation can be exported as a sequence of PNG images.
  • Spritesheet:

  • Every frame of your animation is rendered into a large PNG image file.
  • Animated GIF:

  • Your animation is exported into an animated GIF file.
  • Quicktime Movie:

  • Your animation is exported into a Quicktime movie file.
  • Autodesk FBX:

  • The character mesh, rig and animation data are exported into Autodesk's FBX file format. This file can be opened up in 3rd party programs(like Maya or Unity) which support the FBX file format. Currently FBX export supports only Bone Motor animation.
  • Alembic:

  • The character mesh, rig and animation data are exported into the Alembic Geometry Cache file format. This file can be opened up in 3rd party programs(like Maya or UE4) which support the Alembic file format. Alembic Export supports all Bone, Mesh and Sprite Swapping motors.

    Try out a sample FBX file authored and exported out using Creature here.

    Try out a sample Alembic file authored and exported out using Creature here.

    Try out a sample JSON Export file authored and exported out using Creature here.


Creature Game Toolkit Runtime Support

Creature supports the major Game Tooklits via provided source code runtimes. Using the runtimes allows you to playback character animations authored in Creature while reducing file size and memory. The mesh, skeletal rig and animation data are saved out into Creature's custom JSON file format. The user will then invoke methods/functions in the source code runtimes to parse, load and playback the authored animation.

Full documentation on how to use the runtimes is provided here.

The following runtimes are currently supported:

  • C++:

  • Cocos2d-x, Unreal Engine 4, Godot Engine
  • Objective-C:

  • Cocos2D
  • C#:

  • Unity, MONOGAME
  • Haxe:

  • Haxe to Flash, HaxeFlixel
  • Java:

  • libGDX