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Thinksquirrel

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  1. 2D Toolkit support sounds great :D I'm currently at Unite - Once I get back, I'm interested in implementing support for Unity's new native 2D system in 4.3. Spriter looks like such a good fit for that system, and the other 2D system developers will be working with it as well.
  2. @CptDefault: Just wanted to say, awesome job for continuing this! I've been pretty busy and hadn't been able to get back into Spriter...glad to see someone be able to take the project and run with it. I've updated the links on the main page to your fork for now - I'll take a look and update the main repository as well. Glad to see the main library cleaned up a bit also. I'm thinking we could reach out to some developers that may be interested in getting Spriter to work with their tools. 2D Toolkit comes to mind - they have a robust editor API that can be taken advantage of.
  3. Hey Elliot, I would check out the dev branch on the main repo. What has been done I've finished the methods that parse SCML into an object hierarchy (it follows the format specification you linked). So no direct file reading is needed at the moment. That said, it's been a while since I've been able to look at the code (been very busy with work here), so I may have missed a few things. What needs to be done [*:3onb01zt]Updating the modules. Each module takes the general object hierarchy and actually implements it as sprites and animation data. More specifically: [*:3onb01zt]Updating the NGUI and ex2D modules [*:3onb01zt]Creation of a tk2D module [*:3onb01zt]The creation of SCML write methods (this is lower on the priority list, it allows for SCML export of a Unity hierarchy)
  4. Hey guys, Progress has been pretty slow. Two other projects that I've been working on have held me up a lot longer than I anticipated. I'll finally be wrapping one of those up within the next two weeks or so, though. From the road map, I've actually finished reading SCML files in their entirety, including a4 features + things that haven't been added to Spriter yet (check the development branch on GitHub), but haven't been able to get to the actual modules yet. I should be able to finally start work on this in the coming weeks, and get the default module out there (skinned meshes + a texture atlas). Remember, I am accepting pull requests on this - if someone wants to tackle updating the NGUI and ex2D modules earlier, for example, that would be very much appreciated.
  5. Nice. Is there any way this could work with the SuperPNG plugin rather than Photoshop's native PNG save feature? Not sure how scripting in Photoshop interacts with plugins. Here's some more info about SuperPNG: http://www.fnordware.com/superpng/
  6. Hey guys, No example project just yet. The main API for reading SCML into generic objects is done (including bones), but none of the implementations. I'm currently working on shipping an update to a different product of mine - after this I should have some time to get back to Spriter work.
  7. Texture swaps are best handled through character maps, which basically allow remapping of one image (can be atlased or not) to another. Creating character maps would be done on the Spriter side (once it's available), and I have plans to support them with the default Unity implementation.
  8. I'm currently working on an importer for Unity that uses C# and the XmlDocument API. You can check it out on github: https://github.com/Thinksquirrel-Softwa ... dapi-unity - development branch Only real requirements for the importer itself are just mscorlib, a Vector2 data type (this one uses Unity's Vector2), and System.Xml.dll.
  9. Hey Nekete, The current version actually exports to native Unity animations already - I will be making a default module for the new version that doesn't require any plugins and makes an animated skinned mesh, though. These will also use native Unity animations.
  10. Check out the Cocos2d-x plugin here: viewtopic.php?f=3&t=870
  11. Hey guys, Work has finally cooled down somewhat so I finally have some time for this. Here's the current roadmap: Initial work [*:32bi4ykf] Create a set of base classes and different I/O modules - similar to the current setup, but simplify methods to make more "sense" [*:32bi4ykf] Shared SCML read/write - getting this to work correctly is the #1 priority Modules - this work can be done concurrently by multiple parties. We want to focus on modules which have already been created (with the exception of the default) [*:32bi4ykf] Default I/O module - creates a hierarchy, atlas, and a skinned mesh. [*:32bi4ykf] Wizard/GUI [*:32bi4ykf] Progress bars, visual indicators [*:32bi4ykf] NGUI module update [*:32bi4ykf] Wizard/GUI [*:32bi4ykf] Progress bars, visual indicators [*:32bi4ykf] ex2D module update [*:32bi4ykf] Wizard/GUI [*:32bi4ykf] Progress bars, visual indicators [*:32bi4ykf] 2D Toolkit module [*:32bi4ykf] Wizard/GUI [*:32bi4ykf] Progress bars, visual indicators [*:32bi4ykf] Other modules Since I can't currently devote as much time as I would like towards this project, I will be looking for contributors/maintainers for the various modules once the core system has been rewritten. If interested, please check out the associated GitHub issue here. Feel free to ask any questions or offer suggestions as well.
  12. The API itself is actually only input/output and doesn't have many features on its own. It's meant to be used in tandem with other Unity plugins, for the most part. I'm working on the rewrite for the new SCML version as I get the time - I can look into importing from Spriter into Smooth Moves.
  13. Hey Fabian, I've had this on hold for now until I get a chance to work on supporting the new Spriter file format - I haven't been able to test out the ex2D implementation too much as of yet. Feel free to open up a more detailed issue on GitHub though, and I can check it out. There's also a known bug that seems to affect rotations for either the first or last frame (causing jitters in loops sometimes). Not sure if it affects the ex2D version, but in the NGUI version I've had to do some manual tweaking after import.
  14. Nice! Would love to see a demo =) I've been holding off on this for a bit until the new file format is finalized, since it will require some restructuring. Once it is, I'd like to get it working with even more 2D systems.
  15. I usually think of 0 degrees as oriented to the original image. So if the arrow is pointing right in the image, 0 degrees will be pointing right, if it is pointing up, 0 degrees will have it pointing up. Eager to see the final file format - I have a few more comments but I want to hold off on them until everything is seen in its entirety. Note: The following only applies if say, a developer has mod support for their game, and uses a modified version of the SCML specification, and would like to publish that modified specification to their community. If they are using the default SCML specification, they could just direct users to the official SCML spec and won't need to worry about any licensing issues. I'm pretty sure this is the route most developers would take. Also a disclaimer, I am not an attorney so I may be incorrect about some of this, and it obviously depends on the licenses in question. About SCML licensing - I'm not exactly sure which license will fit you best. You may want to look into a documentation license. Also, keep in mind you may want to make sure the license you choose is compatible with both commercial licenses, and strict copyleft licenses so that it can be integrated in both fully open source documentation, and commercially licensed documentation. Your ideal license has restrictions on its distribution - it doesn't allow anyone to sell an SCML spec. That makes it incompatible with strict copyleft. Thus, anyone with open-source documentation may run into issues. They will likely need to have the documentation of their SCML specification separate from the rest of their documentation, and may run into other problems. On the commercial side, they would need to take extra care to not include the specification within their software itself. For example, if someone includes the documentation of the SCML format (the version specific for their game) within their manual under "Modding ", and package it and sell it with their game, that is technically a license violation. If you want to restrict the sale of the specification, you need to make it clear that you want to restrict the sale of the specification (and derivatives) under the purposes of being a specification, and not packaged with a product - something fairly hard to do. I think that in this case, having a tool like Spriter and a central body already in control over the main SCML format will already help stop fragmentation. It will also keep other parties from trying to monetize the SCML file spec itself - they could try, but would be very unlikely to succeed with a free version of the specification available from you guys.
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