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Everything posted by Dengar

  1. https://github.com/Dharengo/Spriter2UnityDX/raw/master/Packages/Spriter2UnityDX.unitypackageTry again, I think you'll be pleasantly surprised. As I said, the issue had nothing to do with whether or not the sprites are connected to any bones. It was a parenting mismatch. Basically I wasn't very thorough in caching the transforms. I thought I was using identifiers that were unique, but they actually weren't. I updated the code to use (hopefully) truly unique identifiers. As for the resizing issue. That's Unity getting derpy with negative Scale values. I need to think about how to handle the
  2. Are there any wishes you have for the converter in order to finally make the switch? Is there still any unexpected behaviour? Also, would you say about the tool's extensibility? I haven't really written any of the comments because I was focused on making it work, but if I was to provide some comments here and there, would you say the code is easy to work with?
  3. I am sorry. For some reason it did not get pushed to the online repository. Download it again, it should be the correct version now.
  4. I didn't DO anything with the alpha channel. I just removed unused sprites from the equation, so the alpha mutations are actually visible now. As for your problem. I'm not sure what to tell you. I cannot replicate it. I even deleted the prefab and reimported the .scml file, and I'm not getting the problem you describe. EDIT: After deleting your whole project and reimporting it all, I was able to replicate the problem. I was acidentally setting the sprite MODE instead of the sprite ALIGNMENT. https://github.com/Dharengo/Spriter2UnityDX/raw/master/Packages/Spriter2UnityDX.unitypackage Th
  5. https://github.com/Dharengo/Spriter2UnityDX/raw/master/Packages/Spriter2UnityDX.unitypackage Yet another update. You're going to love this one. Now only shows the body parts that are actually used in the current animation, and hides the ones that aren't. Please tell me if your "alpha issue" is still a thing. Because now that the screen is less cluttered with unused body parts, I can actually see some alpha activity. I'm fairly sure I haven't worked out all of the issues yet but we're getting there now.
  6. Oh no I fixed that a long time ago. Position x/y values are 100 times smaller in Unity than they are in Spriter. Likewise, Spriter's rotation uses euler angles whereas Unity uses quaternions. Also, animation time in Unity is measured in seconds whereas in Spriter it's measured in milliseconds. EDIT: https://github.com/Dharengo/Spriter2UnityDX/raw/master/Packages/Spriter2UnityDX.unitypackage Sorry for the delay. I had work this afternoon so no time to work on it. For the time being, no longer disables any of the parts. This means that there might be an excess of sprites at certain times.
  7. lol, I tried to import your .scml file and all of the sprite's locations are completely out of alignment. I wonder why that is. O_o The alpha channel VALUES actually do change. It's just that for some inexplicable reason the texture remains visible. This is going to take some time to figure out but I will eventually. EDIT: Ohhhhhh.... There is now one thing I get! I haven't solved the alpha problem yet, but I do have a hunch about why all your sprites are out of alignment. My importer does not actually take irregular pivots into account. :o In my own testing scenarios, all of the texture
  8. As for your "boneless sprite" problem, I'm not sure why it does that, although I probably know WHEN it does it. It's part of something that I originally thought of when thinking about "Sprites that aren't present on the first frame of the first animation.". I'll turn that feature off for now during the next update because I probably will be taking a different approach. As for your alpha thing, I really don't understand what's up. It works fine on my end. If you've tried various things and the problem still persists, would you mind sharing your scml file so I can take a look?
  9. https://github.com/Dharengo/Spriter2UnityDX/raw/master/Packages/Spriter2UnityDX.unitypackage Introducing: The Sprite Swapper. As I mentioned above, it is a Script Component that is added to a child Sprite object whenever it's necessary. If a particular body part only ever has one texture, there is no need for it. If you want to swap the sprite at runtime, just use a script to change it directly on the object's SpriteRenderer. If the animation cycles between textures (say, for example, for different facial expressions), don't use the SpriteRenderer, it will be overridden by the SpriteSwappe
  10. The alpha channel should actually change according to what you set in spriter. Are you setting the alpha channel on the textures or on the bones? Bones have no renderer in Unity, so changing the alpha on those doesn't do anything. Sprites with no bones? I'm going to have to test this. I'm actually working on something really neat. It required a lot of wrestling with undocumented code and math I don't know the first thing about, but I've actually finished a prototype Sprite Swapper. It already swaps sprites during animation, but I also need to take into account sprites that are used in vari
  11. https://github.com/D...DX.unitypackage Hopefully fixed the above issues. Once again, I hope someone will check this out and play with it a little to find any irregular behaviour. In addition, Animation assets should now have their loop types set correctly. Also introduced a new feature: AnimatorController! On the surface, this is almost identical to what the previous edition did, with a few differences: -Instead of accessing the Asset Database to find an AnimatorController, it checks whether or not one is already attached to the prefab. -It never removes or replaces anything that's a
  12. I've never seen this error before. And I've deleted my prefabs and recreated them countless times. Besides, that code that you pointed out is supposed to run when there ISN'T a prefab file.
  13. If anyone feels like testing a few things: https://github.com/Dharengo/Spriter2UnityDX/raw/master/Packages/Spriter2UnityDX.unitypackage It's far from done, but the basic things should be working: Disclaimer: This is a test version, this is not a finished project. I still would like to see some feedback, however. What it DOES do: -Automatically convert textures to Sprite if it hasn't already -Creates the prefabs -Creates animations (they are nested inside the prefab) What it does NOT do: -Create an AnimatorController; this is probably the next thing on my agenda, but for now you'l
  14. Progress report: I was able to craft an animation through scripting (work in progress). As it turns out, Spriter uses different values for things like position and rotation, so I'm going to have to come up with some translation algorithms (probably based on the original Spriter2Unity). As promised, only curves for which any mutations exist are added to the animation. This should eliminate a lot of those redundant curves that just stay completely identical throughout the whole thing. Mutating transform position works. Rotation: not yet, I think it has to do with Unity's eulerAngle cap but
  15. Oh I've heard of this problem before in one of the previous threads. That might have to do with some changes in Unity 5. Before Unity 5, some hacks were needed to make building animations possible but that's no longer necessary.
  16. Thank Bonus2113 and alaa-eddine for that. I just worked out the weird warning messages. I think part of it has to do with Unity 5 as well since it made certain hacks unnecessary. The new version I'm working on may or may not be even faster. Oh also part of it might have to do with the fact that your textures are already imported?
  17. Hehe, thanks for the support. One thing I'm thinking about in building these animations is to only add curves for items that actually change their state over the course of it. That should also make it less of an issue to use Unity's nifty feature to combine concurrent animations.
  18. That.... works? I guess? It's not a very elegant way of doing it, mind you. I mean you're basically playing tug o' war with the animator. The animator changes the sprite, you change it to something else. The animator changes it back, and you change it back as well. This is one of the problems I intend to fix. The new version of the converter really should determine the sprite through scripting, not by force through the animation. I don't think I'm going to implement Character Maps right now, but I do want to make it actually possible to be implemented at a later point (perhaps by someone
  19. So anyways, contradictory to what I have been saying for a long time now.... I've actually been working on the converter. Kind of as a side project to prevent myself from burning out on the main one. As part of the exercise I kind of decided to build the whole thing from scratch and do something about the huge maze of classes and method calls that might make it rather intimidating for other developers to work on it. There is no real logical reason for this, it's mostly a learning experience for myself, but if something comes out of it, it'd be a nice boon. One big thing I've changed is t
  20. There actually used to be an implementation for that. I am in fact quite unsure why it has been taken out. That said, your sprite texture is probably being set by the Animation asset. So if you want to change it, you have to change it on the Animation.
  21. Thanks for the swift answer. I know enough for now, but I'll keep that in mind. Thanks.
  22. Out of curiosity, since I find myself fiddling with the Spriter API for Spriter2Unity, is the link in the first post still valid/recent and the whole thing to work with? Just curious and making sure.
  23. There is a new topic up. In any case, you should be able to modify the transitions manually to happen instantly. Just select the transition in the Animator and you should be able to modify it from the Inspector.
  24. Whether or not these issues will be resolved mostly depends on whether or not someone is going to resume active development on the converter. I simply do not have the time for it. I just make some minor modifications to suit my own ends. That said, should I run into that issue myself and see the need to resolve it myself, I will take matters into my own hands. But I can give no ETA on this, or whether it will happen at all. I'm sorry to say all of this. However, you are welcome to take a crack at it yourself.
  25. IMPORTANT: BEFORE POSTING YOUR BUGS/ISSUES, PLEASE CHECK THE "KNOWN ISSUES" PARAGRAPH TO SEE IF I ALREADY KNOW ABOUT YOUR ISSUE. THE AMOUNT OF REPEATED REPORTS OF THINGS I ALREADY KNOW ABOUT IS GETTING KIND OF ANNOYING. Previous thread: http://brashmonkey.com/forum/index.php?/topic/3365-spriter-for-unity-43-updated-integrated/ Old version: https://github.com/Dharengo/Spriter2Unity Even older version (Unity 4.x compatible): https://github.com/bonus2113/Spriter2Unity UPDATE: So I've decided to build an entirely new version of the importer from s
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