Jump to content


  • Posts

  • Joined

  • Last visited

Posts posted by Malhavok

  1. as you can see, events sent by the animations have no receiver. i'd guess that you forgot to copy content of the UnityAssets directory to Assets of your project (so that you have, in your project, [Project]/Assets/Spriter2Unity/[something something]), so that the script that should be assigned doesn't work and the animations have no target to send events to.

    try downloading the newest version of S2U, export your project again with it, but this time remember about copying content of UnityAssets.

  2. @mythgarr:

    a good example project is: http://www.brashmonkey.com/temp/GreyGuy.zip

    there are a few animations along with sprites changing. i'm using it as a test for each update to S2U


    colliders or raycasts, these would still require to have some kind of collider on the ground, so it's forcing some kind of pipeline etc etc (and there are 2 kinds of physics in unity now so the tool should also work for any of them). you'd have to also add some kind of physics to character anyway as it has to interact with the ground without floating and it becomes a bit more complicated when the ground is not (approximately) flat.

    it also goes way beyond of what Spriter offers - it's a tool for animation and i can hardly imagine solving the problem you're talking about via animation only. i would be against adding functionality like that to Spriter2Unity explicitly, would rather advise creating a new tool / module for that (as it would break encapsulation and increase complexity while it's not necessary)

  3. @DanTsukasa:

    Whoa, i never thought about it. I assume that animation going from spriter is final and definite, so i dont even plan anything like that :/ Also, it would require to implement the IK on my side as well as attaching colliders to almost everything :/

    Retargetable animation means that you can take, say, a knight and replace each piece of his armor (that is sprites that are making his armor) without any changes to the animations (and during the animation).

  4. @mythgarr:

    either editing a wiki or opening a new issue is fine. i'll try to help if you'll need it. also, if you'll have something nice and working i'll just give you access to the repository and i'll just scrap the python version. native is always better.

    i'm missing a first frame in the first animation O.O? in python or in unity? if it's in unity, it's probably just my terrible mistake, if it's in python i'll look into it right away.

    i've resigned for the native unity version for now because i had problems with generating a properly working AnimationClip :/ maybe you'll have more luck with it ^^

    also, if you want i can explain "in depth" how and why i'm using animation events to change the images

  5. oh my, i've received a mail notification only for the last one... so sorry for the late response!


    - you can't change the material during conversion process :/ didn't think about it (yet)

    - i'm developing it on mac, so it works on mac. however there is no GUI, you have to use terminal. just go to Spriter2Unity project directory and call "python convert.py [scml file] [unity directory with meta files and content]

    - i'll try to prepare a video for it (or even better - i'll try to convince my gf to write a new GUI, this time in java or something portable)


    - file structure should be: "[GAME]/Assets/Spriter2Unity/Workers/S2U_AssignSprite.js", no more scripts are currently there (it's for later, when hit boxes and spawn points will be added)

    - when there are no textures when you drag prefab to the scene, it's something else - sprites are assigned to the sprite renderers during generation

    - check the following, please:

    * in GUI tool, whether it says that all required images are found?

    * check content of the "[GAME]/Assets/Spriter2Unity/Workers/S2U_AssignSprite.js.metafile" (and send it to me. i made a big assumption about it, that i've tested on win7 and osx, but never on win8 :/)

    * copy the content of the "Unity Assets" before doing any conversion

    - just to clarify - no other sdk are required (the GUI is .net and it's only calling the python scripts underneath)

    @ mythgarr

    - check the "Experimental" directory in the Spriter2Unity

    - the code that you see there is a test exporter that is creating prefab and (broken) animations. i've abandoned it as Unity editor / importing interface ain't prepared for something like spriter :/

    - if you manage to make an AnimationClip instance, from code, that can be used with Animator Controller (missing muscle / animation type error) i'll just push it further. this is the barrier that i've encountered during the process

    - let me know if you find something!

    btw - it's better to post everything (requests / questions) on github page (as i'm getting notifications from there instantly). for reasons unknown i've received only 1 notification for the past 4 posts and i feel bad about responding to them so late T_T

  6. Hello,

    i love the Spriter and think it's a great tool, however since i spent most my time working on OSX i'd love to see a little improvements to the interface / shortcuts.

    Here's the list of things i'd love to see:

    - fullscreen support - with the dock on bottom and status bar on top, spriter gets kinda squished :/

    - zoom-in, zoom-out keyboard shortcuts: cmd+space opens spotlight by default, cmd+alt+space opens finder :/ maybe ctrl+'+' ctrl+'-' ?

    - touchpad support - currently it's almost impossible to do anything in spriter using touchpad (i know that 99.99% of the users use the mouse, but...)

    may not be pure OSX improvement, but could be nice:

    - tablet support - using generic tablet shortcuts for position manipulation (like lmb+space for panning the view, which is moving stylus with pen-button pressed) (this seems more reasonable for artists as they got their tablets connected anyways)

  7. Hi there!


    Would you be so kind and do the following steps:

    - try to download the latest version from the github

    - if everything still ain't working as it should, would you mind sending me the problematic scml along with some placeholder graphics at malhavok (at) wow (dot) com, so i could check exactly what kind of problem is there and perform a fix for it.

    oh, and if it was made with Spriter b6.1, i've just started working on support for that so some things may still be "plain wrong", but still - sending me the project will probably help me find and solve problems faster.


    character maps are here! after some research (and some hacky code) i managed to allow dynamic animation retargeting. It's still fresh but should be good enough for starters. Be sure to read the notice on the github page before diving in!

    an example (thank to Edgar and Michael for help):

    https://dl.dropboxusercontent.com/u/588 ... ps_osx.zip

    https://dl.dropboxusercontent.com/u/588 ... ps_win.zip

  8. what do you understand by skinning?

    If it's replacing a single texture in all frames of animation, sadly it isn't yet v.v There are multiple problems with that and i'm still thinking about it (mainly, the way unity handles files, the way the transitions work etc etc). However, when that problem is solved, character maps shouldn't be far behind.

  9. hi there

    a major update for Spriter2Unity came today and it features:

    - automagical sprite assignment

    - gui tool for windows users

    - fixed multiple bugs with z-sorting

    - it seems that everything from b5 is supported, but NOTHING from b6 (yet!)

    and it can now:

    - create native unity prefabs that match spriter entities

    - create native unity animations that match spriter animations

    so it's, like, fully functional now. there are probably some missing features (like it's impossible to retarget animation currently).

    Rather simple "how-to" to make it work:

    https://github.com/Malhavok/Spriter2Uni ... ke-it-work

    If you got any questions, drop them here and i'll try to update wiki.

    If you find any bugs, post them via github bug tracker or here.

    Have fun!

  10. oot

    this is the proper topic about implementation of spriter2unity converter.

    post your answers here, please

    eo oot

    there is a known bug with exporting "just sprites", i have some troubles finding it (and a little time to do so), so if any1 finds anything, a message would be nice (either on github or here). the bug makes exported animations unusable, as everything goes "loco". but with some simple, skeletal animations everything seems fine

  11. Hello there

    i've got something new and different, just for Unity 4.3


    It's a tool, written in python, that converts your SCML files into Unity prefab's and anim's.

    For every entity in the file a prefab is created and for every animation in the file, anim is created. All created files are native to the Unity and can be used like any other Unity resource (you can instantiate these prefabs and add events to animations and use animations in state machines)

    The main limitation is that you have to assign all the sprites in Unity again, that is images to proper nodes. Each node is named after the file it should contain, so it's not that hard, but takes time.

    When importing sprites into Unity, you should leave them with pivot in center (the default option), as this tool takes care of proper positioning of everything.

    It was tested with the sample project hosted on the site and it contains it's own simple project. Seems to work well with boned meshes. Currently it seems not to work with things like pickups, that is a things with only sprites, but that should change when i'll get some more time.

    You're welcome to test it and point bugs / missing features (like alpha for sprites, that i'm aware of) and use it however you want (except for selling it, be a nice person)

  12. Hi there

    I like both Spriter and Unity so i thought that i'd be lovely to use them together. When Unity 4.3 came out, with 2d support and stuff, this was the first idea that came to my mind. So, after spending some time after work, i present to you - Spriter2Unity

    Currently it's very rough, could call it "pre-alpha" state.

    What it does:

    - converts scml file into Unity prefab and animation

    What it doesn't:

    - assign files directly to Unity SpriteRenderers (you have to do it by hand in the editor :/)

    Why so:

    - you get the most Unity-way objects, that is prefabs, so you can use them Unity-way

    - you get the most Unity-way animations, that is anim files, so you can use Animator Controllers and State Machines and all magic connected to it

    here is the link:


    (the code inside is kinda hacked together, so be warned if you stray into it)

    i've tested it so far on the GrayMan free asset and on an asset connected to the repo - seems to work fine. If you notice anything wrong, leave an issue or a post, describing what's wrong (scml files that cause problems would be cool)

    it seems that it doesn't work for boneless animations, i'll be looking into it.

  • Create New...