Java animation program Any comments or suggestions?
#1
Posted 30 March 2009 - 11:31 PM
http://www.tsunamichannel.com/jam/
It seems like there is an iPhone application called AnimeMaker already.
Maybe I should come up with another name for this program. Any suggestion?
http://anime.kenmaz.net/
Anima!? = ANIme + MAker
AniCha = Anime Channel
Anime-chan = Anime Channel
JAM = Java Anime Maker
AniPro = Anime Producer
If you have created some interesting anime, it'll be nice if you could share that with us.
#2
Posted 31 March 2009 - 12:11 AM
AniMaker rolls off the tongue well. The mascot (if not Kotone) could be Ani-chan (or Ani-tan), similar to the popular Vocaloid mascot.
#6
Posted 01 April 2009 - 03:32 PM
As a note, anima sounds like animal because the words anime, animal, animation, and any English word with the prefix ani- descends from the Latin word anima which means "life." So there is a distinct reason for it. -The more you know
#7
Posted 01 April 2009 - 09:05 PM
I think this newer version is much easier to use.
Thank you for many suggestions for a program name.
It seems like in order to make an unique name, I need to make a name longer.
Short names do not work. So, how about?
JavAniMan - Java Anime Manufacture (5 hits on google)
animilator - anime annihilator/simulator (9 hits on google)
I thought of "FantaVisionII" or "Anime M@ster", but I might get sued:^_^;:
I also enjoyed "Tween" since it sounds like "Toon".
#8
Posted 02 April 2009 - 08:32 AM
This is what I call 'fascination'. This is what describes my ideal girl."
#10
Posted 06 April 2009 - 05:01 PM
When I first saw this, I thought it was morphing between bitmap images... well, you could write a thesis if it could do that. What it really is doing is nearly on that level, too.
I grabbed the app version and tried making some simple images to test it out, but the tweening doesn't seem to work for some reason... one line works, but if I have several, it always makes the last one interpolate to where the 1st one is (or so it seems). Am I missing something, or is it not intended to deal with this kind of thing?...
Also, it's pretty hard to work with, even allowing for the stuff due to be added (selection etc)... would it be easier to import from a vector format (flash, photoshop, or sai) instead of making your own version of their vector art tools? Or are you intending to integrate the lineart tool you were working on before?
Also, if you're intending to make a full UI with timelines and so on, would you consider looking at C#? It's generally better than Java for making applications. You should be able to build it as something that can be built into a webpage too, if you're looking for that (ActiveX or somesuch), although I haven't really tried that myself...
Random hardworking lazy guy
iKnow! Although it'll be a while before I know a lot.
Multi-user artblog | Updated by everyone
#11
Posted 07 April 2009 - 07:38 AM
I wrote an instruction for drawing multiple lines. I hope this helps.
http://www.tsunamichannel.com/jam/
It'll be cool if I can import a vector format, but that may be later.
I'm thinking of learning Objective C, so I can write an application for iPod touch in future.
I think I'll go on with the name JAM. It sounds fun.
So the new address is:
http://www.tsunamichannel.com/jam/
#12
Posted 08 April 2009 - 10:15 PM
Kaellara by Blox - Like fantasy? Like a random sense of humor? Like awkward romantic situations? Like Doom Chickens with or without their head? Go read this webcomic; absolutely worth your time!
Great webcomic updates regularly A+++++ will definitely read again! *thwapped*
#16
Posted 23 June 2009 - 02:39 PM
back when i used to be into game programming, something i did often (and i also saw this with my buddies) is that we would be programming something and since we are the developer we would bind all the triggers to keys (since that is the fastest way to go about testing). but if you come back to your own app like a month later, you dont know what the heck is going on, lol, until after going through the keypress section of the source.
so as a suggestion, it would probably be a good idea to take some time to polish the UI, that way more people can jump into it with a shorter learning curve and you can use it in the future without going through your keybinds =)
great work on YAJAM ;-]
make a g1/android version of it too ;-]
-on another note-
Che. A low level 'ahou' shishou like yourself couldn't kill me even if I let you.
#17
Posted 25 June 2009 - 03:25 AM
And I'm glad to see you back too.
XD XD ok ok, so we can hope ne?
Akira: I wish he did too... ^_^;
#18
Posted 27 June 2009 - 03:05 AM
It's pretty hard to use right now unfortunately, which might put some people off:
The area to click on parts is really small (particularly the mouth - I was trying to make Kotone talk, along the lines of this, but the mouse covers the area you have to click on...) Something visual would be nice, like a drop down list with pictures of the parts that change (in a perfect world
A timeline would be good too - its pretty hard to change things that you've already done right now.
Is it a lot of work to build these animations? The end result is nice, but doing a variation of each area to match each variation of each other area seems time consuming to do yourself... Are you planning to take submissions for them? I know there weren't many people who submitted extra characters for the script writer, but it seems like this is more suitable to smaller additions - you don't have to draw all the frames of a character, you could just add one expression, or a custom pose or short animation.
Having to restart coding several times sounds unfortunate... You ought to be able to minimise that kind of thing with better design though. Have you ever heard of 'agile' design? I'm not sure what to recommend as a quick introduction, but the general idea of having elementary functions that you can build up to be more specific seems like it would help. If you're already doing something like that then, uh... good luck
Ambitious technical projects like this always make me think of a quote from one of the guys who made Doom (Mike Abrams): "After you finish the first 90% of a project, you have to finish the other 90%."
Random hardworking lazy guy
iKnow! Although it'll be a while before I know a lot.
Multi-user artblog | Updated by everyone
#19
Posted 12 March 2010 - 11:20 PM
But, you really need to care about the visual interface. The more available it is, the more people would use the program. It is not a good idea to depend on people scrolling down to read what each key does. People want to see all their tools right on the same table. I would suggest increasing the screen size and utilizing the added space for putting the visual interface of the tools. Think of people as lazy, and you'll get a far better program.
I think I should suggest that you add something like "Save as code" which converts it to Java code. This would help programmers use it to make characters for their games.
Keep up the great work

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