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Showing content with the highest reputation on 06/11/2015 in all areas

  1. Dengar

    Spriter for Unity 5.0

    IMPORTANT: BEFORE POSTING YOUR BUGS/ISSUES, PLEASE CHECK THE "KNOWN ISSUES" PARAGRAPH TO SEE IF I ALREADY KNOW ABOUT YOUR ISSUE. THE AMOUNT OF REPEATED REPORTS OF THINGS I ALREADY KNOW ABOUT IS GETTING KIND OF ANNOYING. Previous thread: http://brashmonkey.com/forum/index.php?/topic/3365-spriter-for-unity-43-updated-integrated/ Old version: https://github.com/Dharengo/Spriter2Unity Even older version (Unity 4.x compatible): https://github.com/bonus2113/Spriter2Unity UPDATE: So I've decided to build an entirely new version of the importer from scratch. This enabled me to work with it way more easily. Hopefully other programmers will also find it much easier to work with now: Spriter2UnityDX 1.0.3 GitHub Link: https://github.com/Dharengo/Spriter2UnityDX Anyone is free to fork it and do their own work. If it's pretty good stuff I'll merge it into the main branch. Package Link: https://github.com/Dharengo/Spriter2UnityDX/raw/master/Packages/Spriter2UnityDX.unitypackage Use instructions: !!!Requires Unity 5.x!!! 1) Import the above package into your Unity project. Just drag and drop it into your Project View. 2) Import your entire Spriter project folder (including the .scml file and all of the textures) into your Unity project. 3) The converter should automatically create a Prefab and an AnimatorController in the same folder that contains the .scml file. 4) When you make any changes to the .scml, the converter will attempt to modify existing assets if they exist. 5) If these updates cause any irregular behaviour, try deleting the Prefab and Controller and re-importing the .scml. Differences from previous version: -The textures' import settings are examined before building the prefab, and automatically set to the format that is needed to build the Spriter Entity. -AnimationClips only contain curves for properties that actually change. -When updating existing assets, priority goes to the AnimatorController that is actually connected to the prefab, in case you are using the same AnimatorController for multiple Spriter Entities. -Body parts that have alternate textures (such as facial expressions) have an additional script component named "Sprite Swapper" on them which controls which sprite is displayed at any one time. You can manipulate this component at runtime to do fun things like give your characters alternate skins. For sprites that don't need a Sprite Swapper, you can just manipulate the Sprite Renderer. -The root GameObject now holds an "Entity Renderer" which allows you to manipulate all of the children's Sprite Renderers simultaneously as if they were one sprite. Disabling the Entity Renderer will also disable all the Sprite Renderers, and enabling it will enable them again. -Easily extensible, readable code. (Currently) Unsupported Features & Future Ideas -Automatically generate an Override Controller -CharacterMap support (I don't have Spriter Pro myself though, and I know very little about this at this point in time) -Dynamic Reparenting (changing the parent of a sprite during the animation will not be translated to Unity) -Support for other Pro features (subentities, notably) Known Issues: -Pivot points that are assigned on the canvas. Right now if you do this, your sprite will be misaligned when imported in Unity. I am planning on creating a fix for this on the next update, but not sure when that will be. For now, just set the default pivot point instead. -On a related note, NOT setting any default pivot points at all will also cause irregular behavior. -In some cases, the importer will endlessly loop. A workaround is manually setting your texture files to Sprite in the import settings. I have not figured out the cause for this but hopefully it'll be fixed in a future update. -Bones that are added later during animations are perpetually disabled. -The only supported curve types are smooth ones. Warning: Only the basic features of Spriter are implemented. And most certainly none of the Pro features. That said, if you feel you're a pretty good coder, feel free to take a shot at implementing it yourself. Warning: The tool as it is is very new. If you run into any unexpected behaviour, please tell me and I'll see if I can work out a fix. ChangeLog: v1.0.4: Fixes: -AnimationEvents are now preserved between reimports -SpriteSwapper renamed to TextureController to avoid confusion -Fixed a z-position issue with the SortingOrderUpdater v1.0.3: Fixes: -Fixed an issue where flipped (negative-scaled) bones caused child sprites to appear out of place and in odd angles Features: -Added a toggle to the Entity Renderer that allows you to apply the .scml file's Z-index to the order-in-layer property of the Sprite Renderers -Removed Spriter2UnityDX components from the Add Component menu, since they are automatically added or removed v1.0.2: Fixes: -Fixed an issue where sprites appeared distorted when resizing bones -Exceptions are wrapped up nicely and no longer abort the whole process Features: -Now adds AnimationClips to existing AnimatorStates if they exist -Autosaves no longer trigger the importer v1.0.1: Fixes: -Fixed an issue where the Z-order would get messed up if body parts were moved during animation Features: -Z-order can now be mutated by the animation v1.0: Initial version
    1 point
  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
    1 point
  3. I've downloaded the free version of Spriter onto my Ubuntu distro, unzipped it into a local folder, but when I click the Spriter application it does not run - nothing happens, actually. I've also installed phonon via "apt-get install", by the way. When attempting to run from the command line I get the following error: liblcms.so.1: cannot open shared object file: No such file or directory
    1 point
  4. I had a directory full of images in my project area that I realized I didn't need and wanted to delete. None of the images are actually used in the project. So I assumed I could just delete the folder and move on. Now when I open the project file I get the "this project is missing images" error box. I can't figure out how to fix my project file so it no longer expects that old deleted directory. I've tried opening it and re-saving it with no luck. I also opened the project scml file to see if I could delete it that way but it looks like it would mess up the folder ID order. Any help would be very much appreciated. Thanks! - Miguel
    1 point
  5. I read the documentation and followed it almost to the T but I am still having some issues with implementing spriter. Once all the data has been loaded into the ScmlObject. Now I have all the files and folders properly filled up. Then what? I don't quite get how to use the scmlobject to set an entity and start an animation? Can you provide some sample code for that? Also The spatial info when exactly do you fill that up with pertinent data?
    1 point
  6. Its really a great programm. I bought the pro-version as it was "early-access" and loved it since. thanks a lot, that you support linux (ubuntu) as well. i have never regret only a single dollar which i used for purchasing spriter. its really a amazing tool..... wish you guys the best and much success with spriter........ thanks
    1 point
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