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Trumgottist

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  1. Like
    Trumgottist reacted to Dengar in Spriter for Unity 4.3 (Updated, Integrated)   
    Pardon the double post, but I have an update. I decided to experiment a little with Spriter for my own project, so I tried out the aforementioned version.
     
    It appears to work just fine, so I went ahead and cleaned up the tool a little. There should no longer be any meaningless errors or warnings (I hate those).
     
    I also went ahead and updated the package and the Readme.
     
    You can find it here (a link to the Unity 4 version also exists):
     
    https://github.com/Dharengo/Spriter2Unity
     
    I still won't be working on this tool full time, so I hope that someone else will fork this and continue work on it. That being said, in the event that I improve on it a little for my own purposes, I'll be sure to share.
     
     
    Message to admin: What do you think, what with the Unity 5 compatibility thing, is it worth creating a new topic and sticky that instead of this one?
  2. Like
    Trumgottist reacted to Dengar in Spriter for Unity 4.3 (Updated, Integrated)   
    I wouldn't mind waiting a little bit. But I would like to point out that we haven't heard from bonus2113 since last july.
  3. Like
    Trumgottist got a reaction from Alealokato in Photoshop to Spriter (Photoshop Plugin attached)   
    It seems to work in CS4 too!
    Opening the test file gave me some errors:
    "This document contains unknown data which will be discarded to keep layers editable. […]"
    and
    "Some groups were found corrupted and repaired."
    Running the script on that file gave me a Spriter file and accompanying png files, so that it looks the same as the psd file when it's loaded into Spriter. But I got no bones.
    The problems with it are obviously the 5 nested groups limit you mentioned. Instead of a "root" group, I get an empty and hidden "root" layer. If I remove enough parts so that it fits in five nested groups, put the bones in a root group, and hide the bone layers, I do get bones. Odd looking (all horizontal - but I guess that's how it should be, as the bones in your sample spriter file looks the same), but functional bones.
    So thanks! It is indeed working in CS4 too. The bone creation is less useful due to Photoshop's group limitation, but even without that, I'm sure that it'll prove useful!
  4. Like
    Trumgottist got a reaction from WasdfriKn in Photoshop to Spriter (Photoshop Plugin attached)   
    It seems to work in CS4 too!
    Opening the test file gave me some errors:
    "This document contains unknown data which will be discarded to keep layers editable. […]"
    and
    "Some groups were found corrupted and repaired."
    Running the script on that file gave me a Spriter file and accompanying png files, so that it looks the same as the psd file when it's loaded into Spriter. But I got no bones.
    The problems with it are obviously the 5 nested groups limit you mentioned. Instead of a "root" group, I get an empty and hidden "root" layer. If I remove enough parts so that it fits in five nested groups, put the bones in a root group, and hide the bone layers, I do get bones. Odd looking (all horizontal - but I guess that's how it should be, as the bones in your sample spriter file looks the same), but functional bones.
    So thanks! It is indeed working in CS4 too. The bone creation is less useful due to Photoshop's group limitation, but even without that, I'm sure that it'll prove useful!
  5. Like
    Trumgottist got a reaction from Quitleusere in Photoshop to Spriter (Photoshop Plugin attached)   
    It seems to work in CS4 too!
    Opening the test file gave me some errors:
    "This document contains unknown data which will be discarded to keep layers editable. […]"
    and
    "Some groups were found corrupted and repaired."
    Running the script on that file gave me a Spriter file and accompanying png files, so that it looks the same as the psd file when it's loaded into Spriter. But I got no bones.
    The problems with it are obviously the 5 nested groups limit you mentioned. Instead of a "root" group, I get an empty and hidden "root" layer. If I remove enough parts so that it fits in five nested groups, put the bones in a root group, and hide the bone layers, I do get bones. Odd looking (all horizontal - but I guess that's how it should be, as the bones in your sample spriter file looks the same), but functional bones.
    So thanks! It is indeed working in CS4 too. The bone creation is less useful due to Photoshop's group limitation, but even without that, I'm sure that it'll prove useful!
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