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Showing content with the highest reputation on 01/14/2015 in all areas

  1. Deprecated : Use Reference Implementations pinned in this forum Hello again everyone, This is the preliminary edition of the scml documentation. It takes the form of an interactive document with a side by side of pseudo code and the scml format specification. This will be expanded over the coming weeks with detailed descriptions of the functions and dom elements being described, but as is, it should provide a good jumping off point for developers creating implementations, and also for anyone attempting to update or troubleshoot an implementation. I'll be out of town and away from my dev PC for the next few days, but when I return this document will be continually updated along with Spriter to be as useful and clear as possible. In the meantime however, I'll provide you with a few key points to get you started. â—¾the document is written in a c-like pseudo-code ignoring as many language specifics as possible. This means there is no concept of pointers or references. brackets[] at the end of a type name indicate an array â—¾float, int, string are intended as general types and can be replaced by double, short, cstring, etc as you see fit â—¾as all xml parsing will be language specific, this is not addressed in this document, however, the scml and code are side by side. Where the data structures should contain information directly from the file, those items are highlighted, and hovering them reveals the relationship to the scml file. The pseudo code is released to the public domain under the cc0 license. This means you are free to use it in any way you see fit. ("You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission") There is a checkbox to hide the scml side, so you can copy paste the code into your IDE or text editor, do a few find/replaces, and you have a basic scml implementation you are free to release it for anyone to use or keep for use in your proprietary engine for your game. This version only includes a Set Current Time, and Apply Character Map function, and provides a data structure to translate spriter data to be drawn at the position and orientation of your character on screen. In time this will be expanded to provide a full suite of features to make your playback engine as complete and powerful as possible. This document is the first part of a larger strategy to get Spriter universally supported on all platforms, languages and authoring tools, and we will get into those in greater detail over the coming weeks. view the documentation here: http://www.brashmonkey.com/ScmlDocs/ScmlReference.html and please leave any feedback in our forums
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  2. I've decided to open a new thread for this implementation as the old thread is mighty out of date (especially the first page is misleading). Spriter2Unity Get it from GitHub: https://github.com/bonus2113/Spriter2Unity A tool that converts SCML files into unity .prefab and .anim files Based on the original work by Malhavok (https://github.com/Malhavok/Spriter2Unity) About What it does: [*:o70kr28x]for each entity in SCML file creates a Unity prefab [*:o70kr28x]each entity got it's sprites assigned as long as you imported these sprites before conversion [*:o70kr28x]for each animation in SCML file creates a Unity animation under the prefab [*:o70kr28x]sprites are changed during animations, so only 1 SpriteRenderer is used for each node in the spriter file [*:o70kr28x]an AnimatorController is created (if it doesn't exist already) [*:o70kr28x]an Animator component is attached to the prefab. It gets a reference to the AnimatorController. Known issues: [*:o70kr28x]Only quadratic, cubic, linear and instant curves are supported [*:o70kr28x]Mainline curves are not yet imported [*:o70kr28x]Only works with a "Pixels To Units" setting of 100 [*:o70kr28x]Some animations throw errors when selecting/scrubbing through them in the editor. They work fine when running the game. Important missing features: [*:o70kr28x]Sounds [*:o70kr28x]Points [*:o70kr28x]Boxes Usage Copy the contents of the Assets folder into your Unity project's Assets folder or import the package from here. Any SCML files copied into the project will be automatically processed. Prefabs are created in the same folder as the SCML file. Detailed: [*:o70kr28x]Download this Unity package: https://github.com/bonus2113/Spriter2Un ... itypackage [*:o70kr28x]Open your Unity project. [*:o70kr28x]Import your whole Spriter project folder into Unity. [*:o70kr28x]With Unity open, go to the folder you saved the Unity package to and double click it. [*:o70kr28x]Unity should pop up with a dialog asking if you want to import the assets, click import on the bottom right. [*:o70kr28x]Unity should now import the Spriter2Unity package and then automatically convert your SCML files to prefabs. The prefabs will be in the same folder as the SCML files. There's an example included which imports the GrayGuy character and animates him via Mecanim. I'm currently working on the in-code documentation to make it easier for other people to contribute. You are very welcome to fork the repository and create pull requests! If you have any questions feel free to ask them here. I'd appreciate it if bug reports would be done via GitHubs issue system (https://github.com/bonus2113/Spriter2Unity/issues), but I if you don't want to create a (free) GitHub account, this forum is fine as well. Changelist 26th of June 2014: [*:o70kr28x]Fixed ZIndex Animation [*:o70kr28x]Added an example [*:o70kr28x]Implemented Sprite changing into the native Unity animations
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  3. How long until the construct classic plugin is released? Thanks.
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  4. I just wanted to let everyone know my full focus has switched from developing Spriter (aside from critical fixes) to getting complete and thorough documentation for developers. This will take some time, but this long overdue step is underway and I will update you when things are further along. Thank you everyone for your extreme patience thus far on the matter.
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  5. I purchased a key for myself and a friend recently and I was wondering if or how I could get steam keys for both of those. I followed the directions in the sticky, emailed support and only received a single key.
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  6. Hi everyone, Hi AniMittra, I recommend you post a request for the missing features you need in the thread dedicated to Spriter2Unity if you've not already. This way its current developersd might get to them before we can. That said, I do know that swapping images with others is already possible once your Spriter animations are imported via Spriter2Unity, and on top of the possibilities of image-swapping,the tweening and massive memoy savings that modular animation offers is already a vast benefit over sprite-sheets. Though obviously we wont be happy until all Spriter Pro features are supported, especially in regards to the animations themselves. Don't worry Kiori, we've always realized the popularity and importance of Unity and we've every intention of making sure its fully supported as quickly as we can, thats just not as fast as anyone would prefer, including ourselves. ;) The first step in the direction of great and near universal Spriter support is the generic implimentation that Edgar (Spriter's programmer) is currently working on...after that we'll be in much better shape and focus to start nailing down these loose ends and getting Spriter nicely supported everywhere. Cheers, Mike at BrashMonkey
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  7. If I download the linux builds, I still get a Spriter B11 directory, is this still the old version?
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  8. How can I implement the boxes, points, variables and tags ? Do I have to keep their current references at the current time in an array or something inside the Animation object (from scml reference) ? thanks, [Edit : I think I get it with Point and Tags. I guess same thing apply to variables. I wondering why we can put variables everywhere. Only on the meta timeline matters in my opinion]
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  9. Very excited about this program guys!! Posting these as suggestions, but maybe there's already a way to do this... Ability to cancel mid-operation (position,rotation,scale) For example, I've selected a set of parts and in the middle of rotating I realize I started rotating the wrong parts, or maybe I'm just playing around and want to preview how the rotation would look. If I hit 'Esc' while I'm rotating these parts, it could cancel out of the operation without needing to undo. Simplistic paint I'd like to hack some really simple shapes together, or sketch out some ideas without having to jump to my workhorse image editor (Photoshop). These would basically be placeholder art that I'd reskin later.
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