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Dengar

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Posts posted by Dengar

  1. 16 hours ago, krzys said:

    Hi,

    When I import any spriter project into Unity3D, it is constantly, endlessly importing. How to fix that?
    I follow this tutorial: 


    My Unity3D version is 5.3.3f1
    My spriter pro version is "release 7" - ran from the Steam Client.

    Here is my sample project that causes the Unity's import loop:  https://www.dropbox.com/s/pq6ujscfxo8znyg/Spriter2UnityDX_spritertest.zip?dl=0
    Is anyone able to import this project to unity (and under which software versions)? How to fix this problem?

     

    Does ANYONE read the first post in this topic?

     

    15 hours ago, tokegameart said:

    they work as normal if i don't make any change on the "bone's link",
    but sometimes i need to change the "bone's link".

    i don't know about SpriterDotNet.

    Could you try it for me?

  2. Well, the Unity manual has the explanation of how to use it, but basically it takes advantage of the fact that Unity uses its own graphic compression methods to put multiple sprites into a single atlas whenever you build the game. It has the advantage of making each individual sprite its own asset you can reference, but in the built game they are just an atlas and a set of coordinates.

  3. I really recommend against using sprite sheets at this point in time. 

    I don't know what loodakrawa thinks, but to be able to use a sprite sheet in such a manner would mean importing the sheet through script, then somehow, through script, slice the sheet to create the sprite references. I don't even know if this is possible, and I really have no motivation to find out.

    There's also zero need for such a feature since Unity has the Sprite Packer.

    I suppose there's ONE thing that's possible. But this also wouldn't use Spriter's sprite sheet functionality.

    But basically, you just use separate files as normal, and then have a script in Unity automatically set the packing tags and generate the atlas. I'm fairly sure that's possible to do through script. If loodakrawa doesn't pick this up I might look into this myself.

  4. I appreciate the compliment.

    It doesn't actually create any Mecanim animations (since that is unnecessary) so it's more of a "pseudo pretend Mecanim". The animation states are just empty shells that tell the SpriterAnimator what to do.

    Here's the github link for anyone interested in tinkering with it.

    https://github.com/Dharengo/SpriterDotNetMecanim

    The main feature is basically for just basic statemachine-based animation, you use the AnimatorController just as you would with full Mecanim animations. With transitions, parameters and whatever you will. User-side scripts would communicate with the Animator component just like most Unity-users are used to.

    There are a few caveats though. Unity's AnimatorController is quite... limited in its runtime accessibility. I already have to hop through a number of hoops just to make it possible to edit individual transition lengths. As such, some features might work a little differently than one would expect.

    Animation blending and blend trees are a thing that don't work at this point in time, but substatemachines should work (in theory, it is untested).

    Regarding the blending, I'm not sure if I CAN make it work. Like I said, the runtime accessibility, and even the edit time accessibility leave much to be desired.

    That said, it appears that a future version of Unity will come with additional statemachine-based shenanigans, maybe the answer will lie therein.

  5. Okay as a little update. I had all this neat stuff prepared, but now my iCloud Drive is malfunctioning something bad.

    I still haven't managed to fix it, but I managed to salvage most of the project and moved it to my dropbox.

    So anyway, since the project is still in its developmental stage, I'm just going to drop this here.

    https://github.com/Dharengo/SpriterDotNetMecanim

    It's very bare bones. The only thing it currently does is create the AnimatorController, and as of yet the AnimatorController has limited functionality. That being said, I'd appreciate it if some people felt like taking it for a spin and tell me what sort of features they feel like they're missing. I can go further from there.

  6. I don't think it's a big secret that a lot of fixes for current bugs with the importer keep eluding me. The base functionality is there, but when you try to use more advanced Spriter features, chances of something going wrong increases.

    So I took a look at SpriterDotNet and started working on a little alternative by just adding a dash of Mecanim to it.

    Here's what I've been able to achieve thus far.

    Not sure how much of Mecanim I'm able to implement this way, but I'll keep exploring some new options. I am unsure whether this will completely replace Spriter2Unity, but it might become an appealing alternative.

  7. As a matter of fact, that can be done. Quite easily too. Just look at the "SCMLProcessor" class and fiddle with it a little. Rename the method to something else, have some way to have the user target the .scml file (like Selection.SelectedObject (or something like that, idr the exact property)) and then create a menu item from it or something.

  8. So this seems to have gone by me completely unnoticed. How does this tool compare to my Spriter2Unity?

    It doesn't use MecAnim? I wonder if this is preferable over Spriter2Unity or whether the two tools are so different that different people might prefer one over the other.

    Does it suffer from any of the stupid bugs and issues that Spriter2Unity suffers from?

  9. It does not, and in fact it cannot. I mean sure technically if I used some really complicated math I could fake it, but it's very difficult to do and not very high on my priority list at all. I'd rather implement character maps before anything else.

    EDIT: And before that, I'd like to do something about the anomalous curve issues.

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