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update release notes
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Chenguang Liu committed Jan 6, 2015
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2 changes: 1 addition & 1 deletion docs/Design Panel 3.0.1 Release Notes.md
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Expand Up @@ -12,7 +12,7 @@ All these features will be hold in community experience version for months befor
* Data format standard upgraded to 3.0. Major changes as following:
1) Add relative parent data format standard.
2) Add default value standard
* See details in
* See details in [DragonBonesDataFormatSpec_V3.0_en.xml](DragonBonesDataFormatSpec_V3.0_en.xml)

##### Support export relative parent data format
* Add a “Data Coordinate” option in Export panel. Support global coordinate and parent coordinate.
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282 changes: 282 additions & 0 deletions docs/DragonBonesDataFormatSpec_V3.0_en.xml
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<!--
Dragonbones 2.4 Data Format
name:
FLA file name. For example, if the filename is "dragon.fla",then the value is "dragon".
This Value is used for SkeletonData's name property, which is SkeletonData's id in factory.
frameRate:
FLA file's frame rate. It is used for calculating animation data from frame based to time based.
version:
Version number.
isGlobal:
[Optional] default value is 1.
Mark all data is relative global or parent.
-->
<dragonBones
name="dataName"
frameRate="24"
version="3.0"
isGlobal="1"
>
<!--armatureList-->
<!--
Armature
name:
Armature name, same with name of the Movie Clip, contains the armature in Flash Pro Library.(The name contains folder path)
-->
<armature
name="armatureName"
>

<!--boneList-->
<!--
Bone
name:
Bone name, same with name of the Layer, contains the bone。
If some Layers have same name, and there is no conflict in timeline, they will be considerd to the same bone with different Z-Order in different keyframe.
parent:
Parent bone name.
length:
[Optional], default value is 0。
Bone's length. Reserved property, no practical use.
-->
<bone
name="boneName"
parent="parentBoneName"
length="0"
>
<!--
Bone data including position, skew and scale.(They are absolute data instead of relevant data based on parent)
All properties are optional, x,y,skX,skY default value are 0; scX,scY default value are 1.
-->
<transform
x="0.00"
y="0.00"
skX="0.00"
skY="0.00"
scX="1.00"
scY="1.00"
/>
</bone>

<!--skinList-->
<!--
Skin
name:
Skin name
-->
<skin
name="skinName"
>

<!--slotList-->
<!--
Slot is for showing display object in bone
name:
Defaultly, Slot's name is same with bone
parent:
parent bone's name
zOrder:
ZOrder of the display list in this slot.
blendMode:
[Optional], default value is ""
slot blend mode.
-->
<slot
name="slotName"
parent="parentBoneName"
zOrder="0.00"
blendMode=""
>

<!--displayList-->
<!--
Display object in a slot
type:
It can be "image" or "armature", stands for it is texture or child armature
name:
Display Object's Name
-->
<display
type="image"
name="displayName"
>
<!--
Display Object data including position, skew, scale and pivot (They are absolute data instead of relavent data based on parent).
-->
<transform
x="0.00"
y="0.00"
skX="0.00"
skY="0.00"
scX="0.00"
scY="0.00"
pX="0.00"
pY="0.00"
/>
</display>

</slot>

</skin>

<!--animationList-->
<!--
Animation
name:
Animation name
fadeInTime:
[Optional] default value is 0.
Duration of the blending from other animation to this animation.
duration:
Original duration of the animation.
scale:
[Optional] default value is 1.
duration scale of the animation.
loop:
[Optional] default value is1.
0 means loop, >1 means playtimes. It can be set in design panel or dynamically changed by assign "loop" parameter in "gotoAndPlay" funtion
tweenEasing:
[Optional] default value is NaN.
Key frame easing.All bones in every frame of the animation have the same easing value.
autoTween:
[Optional] default value is 1. No override.
override all keyframe tween effect, set it to 0 means no keyframe tweens for all key frames.
-->
<animation
name="animationName"
fadeInTime="0.25"
duration="36"
scale="1.00"
loop="0"
tweenEasing="NaN"
>

<!--frameList-->
<!--
Key frame data in Main timeline
duration:
The frame amount of the keyframe's duration.
event:
Custom timeline event in this keyframe. Adding @eventname in frame label of the first layer can enable this value. A FrameEvent will popup when the frame is entered.
sound:
Sound event in this keyframe. Draging a sound into timeline's first layer can enable this value. A SoundEvent will be popped up with the sound id when the frame is entered.
If the sound has a class name, then the id will equal to the class name, instead the id will equal to the sound element name in Flash Pro Library.
action:
GotoAndPlay timeline event. Adding #framelabelnext in frame label of the first layer can enable this value. The animation will gotoAndPlay "framelabelnext" when the frame is entered.
-->
<frame
duration="12"
event="eventName"
sound="soundName"
action="action"
/>
<!--
Skeletal Animation. Each timeline element is from a layer in Flash Pro. it will be convert to a bone.
name:
Bone name, same with layer name.
scale:
[Optional], default value is 0
Bone animation's scale value. It can be set in designpanel.
The scale is for bones in animation. You need to choose a behavior first and choose a bone second. Then you can adjust the value and you can see the bone's animation in current behavior is scaled(faster or slower than other bones).
offset:
[Optional], default value is 0
Bone animation's delay value.[0, 1]
The scale is for bones in animation. You need to choose a behavior first and choose a bone second. Then you can adjust the value and you can see the bone's animation in current behavior is delayed(earlier or later than other bones).
pX/pY:
[Optional], default value is 0
The bone's origin pivot point in this animation. Only work for parent coordinate data.
-->
<timeline
name="boneName"
scale="1.00"
offset="0.00"
pX="0"
pY="0"
>
<!--
Keyframe data of the Bone in animation
duration:
key frame duration.
displayIndex:
[Optional], default value is 0
The Texture index of current texture in this slot's texture list.
event:
[Optional], default value is ""
Custom timeline event in this keyframe. Adding @eventname in frame label of the bone layer can enable this value. A FrameEvent will popup when the frame is entered.
sound:
[Optional], default value is ""
Sound event in this keyframe. Draging a sound into timeline's bone layer can enable this value. A SoundEvent will be poped up with the sound's id when the frame is entered.
If the sound has a class name, then the id will equal to the class name, instead the id will equal to the sound element name in Flash Pro Library.
action:
[Optional], default value is ""
GotoAndPlay timeline event. Adding #framelabelnext in frame label of the bone layer can enable this value. It will not work unless the bone is a child armature, because the child armature will gotoAndPlay "framelabelnext" when the frame is entered.
tweenEasing:
[Optional], default value is 0, means linear tween. NaN means no tween.
Tween easing, [-1, 1], equal to the easing value in Flash Pro.If add ^ in frame label, this value will be NaN and there will be no tween.
tweenRotate:
[Optional], default value is 0, must be int
Rotaion amount, equal to the related data in Flash Pro.
hide:
[Optional],default value is 0, means visible.
Slot's visible property. equal to the visible data in Flash Pro.
-->
<frame
duration="12"
event="eventName"
sound="soundName"
action="action"
hide="1"
tweenEasing="1.00"
tweenRotate="0"
displayIndex="0"
zOrder="0.00"
>
<transform
x="0.00"
y="0.00"
skX="0.00"
skY="0.00"
scX="0.00"
scY="0.00"
pX="0.00"
pY="0.00"
/>

<!--
Color transform. All properties is Optional. These default value are: aO,rO,gO,bO default value is 0; aM,rM,gM,bM default value is 100.
-->
<colorTransform
aO="0"
rO="0"
gO="0"
bO="0"
aM="100"
rM="100"
gM="100"
bM="100"
/>
</frame>
</timeline>

</animation>

</armature>
</dragonBones>

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