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DanTsukasa

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Everything posted by DanTsukasa

  1. Ah I see, damn, I was hoping its just me making a mistake. I figured that might be the best method of getting around the unity importer not supporting mesh deformations.
  2. I'm not sure if this counts as a bug or not, but the 'export PNG' function doesn't work correctly with the mesh deformer, if I animate something using bones and mesh deformation, when I chose to export as PNG, all the frames until the last are identical, there's no transition or animation, its not moved 1 frame and the next its suddenly on the final frame. As I said this may not be anything to do with the exporter and might be to do with me and the fact it only has 2 keyframes, but in the viewport it tweens between the 2 so I've understood that the same thing would happen when exporting to PNG.
  3. Oh wow there are 2 people working on plugins, I feel like I'm late to some sort of plugin party. I hadn't really thought about it until yesterday either, but you can see why it'd be super useful, I'd actually pay money for that kind of feature, its up there with mesh deformation for me. The collider thing would be sort of strange I guess, especially with everyone implementing different collision methods within their game, and using a box collider on a foot wouldn't be wise at all, though I believe its usually done without colliders, theres just something else that detects the terrain (raycasting I guess, I'm not much of a coder, all artist here) then throws the angle back to the bones and the bones move accordingly, or at least this is my understanding of it from using previous IK systems, including the old unity one. I hadn't really given much more thought than the legs honestly, and the arms too of course, I was recently playing LIMBO and noticed that it happens there, along with reaching out to grab-able objects if they're within a certain distance, figured IK was the only possible way really. Its great to hear you're open to the idea though.
  4. Hey Malhavok I have a quick question, but first I want to say thankyou for taking the time to develop a Spriter to Unity plugin, its going to be a godsend to so many of us. The question How much control do I have over the bones in engine, what I'd really like to do is use the Inverse Kinematics to say, place a characters legs correctly on different terrains, with something like steps I'd be able to create an additional animation, however with terrain the angles are always going to be different, so being able to adjust the legs during runtime according to slope angle would have a lot less overhead than constantly detecting if I should be playing a different animation. Is this at all possible currently, and if not, something you plan to add in future at all? I saw on the website features 'retargatable animations', however I'm unsure if this falls under that category.
  5. Hey Guys I just want to say, Spriter is amazing, I love it, currently I'm doing some tests with it for my new game, I backed it during the kickstarter but only recently had a project I was able to use it with, however I've a few small questions, I've searched about but nobody else seems to have asked the question. When exporting my spriter animation and importing it into my engine of choice via plugin (unity in this case), are the bones exported along with the animation or does the exported file simply contain all the baked positions/rotations etc and from there I'm able to swap it out, or does it contain everything from my spriter project essentially? How much control do I have over the bones in engine, what I'd really like to do is use the Inverse Kinematics to say, place a characters legs correctly on different terrains, with something like steps I'd be able to create an additional animation, however with terrain the angles are always going to be different, so being able to adjust the legs during runtime according to slope angle would have a lot less overhead than constantly detecting if I should be playing a different animation. I hope these things are, if not possible now, are in the future, and I apologize if someone else has asked a very similar question and I haven't noticed it. Dan
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