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Showing content with the highest reputation on 03/27/2015 in all areas

  1. I've decided to open a new thread for this implementation as the old thread is mighty out of date (especially the first page is misleading).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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  2. We have put our game in Greelight! who ever want's can check it and vote it! thank you very much for your time! http://steamcommunity.com/sharedfiles/filedetails/?id=434291348 Here is a playable alpha demo in a game that am creating, game design, art and animations are made by me :) in the final version there will be over 20 different weapons ,the demo has only 5, any critique and feedback is more than welcome ,many things need fixing but anyway :) the animations are not made entirely with Spriter but a really good amount of them are. p.s. there a few animations that i used from the art packs, like the lighting and the blood splatters. Playable Demo https://dl.dropboxusercontent.com/u/5470697/Dark%20Demo%20INTRO/Dark%20Demo%20INTRO.html
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  3. Hi, Recently I have tried to integrate Spriter to my game by rendering it by myself. Before doing anything further I tried to render all the bone correctly. Here is the Grey Guy's bone looks like in Spriter: But what I got in my game is something like: There is a serious twist in the result I got, and I am not sure what goes wrong, seem it is related to non-uniform scale we have in greyguy skeleton. What I have done basically can be break done into following step: Get the Matrix of each bone by reading scml data. following code is related to bone matrix calculation. void Transform::ToMatrix( glm::mat4& mat ) const{ glm::mat4 scale(1.0f); scale = glm::scale(scale, m_scale); glm::mat4 rot = glm::toMat4(m_rot); glm::mat4 trans = glm::translate(glm::mat4(1.0f), m_trans); Matrix::Multiply(scale, rot, mat); Matrix::Multiply(mat, trans, mat);}void Matrix::Multiply( const glm::mat4& mat1, const glm::mat4& mat2, glm::mat4& output ){ output = mat2 * mat1;} Get the bone join coordinate by I am just doing (0.0, 0.0, 0.0, 1.0) * localMat * ParentMat1 * ..... ParentMatN Can you guys give me some lead about how could I fix this issue?
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  4. Hello, first I would like to thank BrashMonkey for making such a great tool. I am making a game with Construct2, it's a roguelike where you play a dwarf, and then when you die, the game gives you a new unique dwarf. I say unique because every dwarf is randomly generated, haircuts beards faces etc. Then you can equip pieces of gear that have also unique skins. Therefore, I use a lot of char maps, one by armor/weapon/haircut/beards. I have two questions : - am I doing it right ? :p - Spriter sorts those char maps by date of creation, and it would be easier if I could sort them by name, or even better with folders. Does it exist ? If not, do you think you can implement it ? I have an other small problem : this is my Spriter folder http://imgur.com/5auWhql I already made some animations, but I didn't sort the files I used back then. I'm now having those files (sword.png, etc) that I would like to move to the weapons folder, but if I do it, Spriter won't find the missing files even if it's just in a subfolder. Do I have to delete those objects that have missing image in Spriter, and reimport everything and replace everything, or is there some function that let me tell Spriter where are those files ? Once again, thank you for your tool and your help. Nicolas
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  5. I have an annoying bug in windows 8.1 When I set the interpolation curve of a parent object to something other then linear, the IK targets on the children move out of place. It's a spider so there are a lot of legs and a fairly deep hierarchy. I can set the interpolation for the timeline as a whole but this isn't ideal since it's messing up the timing for all of my secondary animations. My workaround right now will probably be to manually animate the legs, which is a HUGE pain. Hopefully that can get hammered out in a future release.
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