Hey everyone, I really need help with something.
I’m trying to convert character animations from an old Adobe Flash CS6 .fla file into Godot. These aren’t just basic spritesheets — it’s full timeline-based body part animation (arms, legs, torso, head, etc.) done in layers, with classic motion tweens.
I’ve already done a lot:
Used JSFL to export the timeline data into structured JSON
Captured frame-by-frame transformations (position, scale, rotation)
Included symbolName, instanceName, transformationPoint, and even matrix data
Maintained layer order and duration
Here’s an example of the enhanced JSON I’m working with (exported from Flash):
json
Copy
Edit
{
"frameRate": 30,
"layers": [
{
"name": "Layer 1",
"frames": [
{
"index": 0,
"duration": 2,
"elements": [
{
"symbolName": "Sprite/sprite_175",
"instanceName": "BS2",
"matrix": {
"tx": 10.6,
"ty": -85.949,
"a": 0.98416,
"b": 0.1694,
"c": -0.1694,
"d": 0.98416
},
"transformationPoint": {
"x": 0,
"y": 0
},
"visible": true
}
]
}
]
}
]
}
The problem is: even with all that data, when I try to rebuild the animation in Godot, the body parts don’t connect or align like they did in Flash. Something always seems slightly off — maybe due to how anchors or pivots are interpreted, or the way transformations are compounded.
I found this amazing project that proves it can be done:
👉 https://github.com/fewfre/DeadMazeDressroom but this was using flash so i dont use it
If you’ve ever done Flash > Godot animation conversion (or worked with motion XMLs, JSFL exports, or skeletal animation in general), I’d love your insight. Even a pointer in the right direction would help a lot
Thanks!