#i need a help with godot animation specially FLASH skeleton

1 messages · Page 1 of 1 (latest)

brave forge
#

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!

GitHub

Dead Maze dressingroom, with options to select different items, and the option to pose the character like you would in-game. - fewfre/DeadMazeDressroom

brave forge
#

up ...

heavy folio
#

This just sounds like a good old "different sizes" issue, maybe what is 1, 2, 3 and 4 are scaled differently in flash vs godot

#

It'd add a manual offset sclae that changes your positions, play around with it until you find something that fits

azure prism
#

That seems quite old tho hmm

brave forge
brave forge
heavy folio
#

It'd think so, just different metrics

azure prism
#

This one is newer

#

Just animations tho

brave forge
# azure prism Just animations tho

yess no problem its jsut i have all body parts named and the animation motion in xml and even got piovets ill try to do this it seem to work because https://github.com/aojiaoxiaolinlin/swf_animation this literally look like my exports and the guy of https://github.com/aojiaoxiaolinlin/godot_flash_animation says it work with this type of export

GitHub

Contribute to aojiaoxiaolinlin/swf_animation development by creating an account on GitHub.

GitHub

A Godot Plugin for Flash Animation. Contribute to aojiaoxiaolinlin/godot_flash_animation development by creating an account on GitHub.

#

ill tell u the updates guys thanjks

brave forge
#

@azure prism well for the plugins i cant say if worked or no the swf to json didnt do the job correctly like it did but some how extracted llot of layers that was not needed and even when i was going to test it there is no instructions like i did put the json there right at the plugin but it except me to get .tres file or a texture packer tool plguin which i dont even know where to get "i did resarch where to get them but didnt find any in assest libary or a one tthat converts all png to .tres" but even if it worked i dont think it gonna work there is some key here there is some body parts are just named for example T refers to tete head in french which is not a spefic sprite but rather like hmmm u need to add number for example T1 refer to women T2 reffer to men for that i dont think it gonna work because its just extract simple and run cant even change when i exported swf i didnt see a single name even sprite cheets number nothing there no refer to instance name as i showed u in the above example of my exprot to fla of cs6

brave forge
# heavy folio It'd think so, just different metrics

is there a way to do the metrics good i really dont know good about fla and animations of skeleton etc im not good at them a lot like i can export and all with anchors but dont think it gonna work even with i do manual as i said like hmm really dont know im lost i kept trying ffor hours nothing working tried literal everything

brave forge
#

.. bump

heavy folio
brave forge
# heavy folio Scale them by an offset amount 🤷‍♀️

didnt work but wanted to say i guess i got the export wrong a litte here is an export of motion xml <Motion duration="7" xmlns="fl.motion." xmlns:geom="flash.geom." xmlns:filters="flash.filters.*">
<source>
<Source frameRate="30" x="16.85" y="-56.7" scaleX="1" scaleY="1" rotation="-4.8" elementType="movie clip" instanceName="M2" symbolName="Sprite/sprite 177">
<dimensions>
<geom:Rectangle left="0" top="0" width="0" height="0"/>
</dimensions>
<transformationPoint>
<geom:Point x="NaN" y="NaN"/>
</transformationPoint>
</Source>
</source>

<Keyframe index="0">
    <tweens>
        <SimpleEase ease="0"/>
    </tweens>
</Keyframe>

<Keyframe index="1" x="-0.3000000000000007" y="-0.5999999999999943" scaleX="0.999" scaleY="0.999" rotation="2">
    <tweens>
        <SimpleEase ease="0"/>
    </tweens>
</Keyframe>

<Keyframe index="3" x="-0.75" y="-1.5499999999999972" scaleX="1" scaleY="1" rotation="5.3">
    <tweens>
        <SimpleEase ease="0"/>
    </tweens>
</Keyframe>

<Keyframe index="4" x="-0.6000000000000014" y="-1.3499999999999943" rotation="4.5">
    <tweens>
        <SimpleEase ease="0"/>
    </tweens>
</Keyframe>

<Keyframe index="6" x="-0.05000000000000071" y="-0.09999999999999432" scaleX="0.999" scaleY="0.999" rotation="0.5"/>

</Motion> // M2 is body part refers to hand is this enough to get it to godot ?