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vesputs

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Everything posted by vesputs

  1. Oh, I didn't realize that you can (and should?) pack all the sprites with one tag, not separately. When I packed the second character with same tag ( hero & hero not hero & enemy) the problem was resolved: 1 setPass call for both of the characters. Thank you for your patience & for the great plugin.
  2. Yes, I meant inside Spriter =) Problem is, I created a folder structure for sprites and I think it might cause extra setpass calls in unity. So I deleted the folders after moving sprites to the "root" folder with scml file. I tried to check scml with notepad, but there wasn't any folder structure in the code. I think this cannot be done after deleting that folder structure? I tried also the character map and baked a new entity, but there was nothing showing up. But anyway, I'll wait for the answer (if there will be) from below forum and see if the folder structure is what's causing extra calls. Thank you! Best regards, Vesa
  3. Dengar thank you for the tip, I tried this: http://bit.ly/2bkvgEP Inspector - give them a "Packing Tag" (ie Player01), hit "Apply". Then click on "Window>Sprite Packer". Hit "Pack". Done. Make sure your PNGs are set as Sprites and not Textures. Unity is automatically set to "alway enabled", so I'm not sure is necessary to manually pack sprites? Edit -> Project Settings -> Editor -> Always Enabled The result is the same, I packed sprites manually, and still 40 setpass calls. But wait. After deleting the second character from the scene and leaving the "hero" character to the scene - setpass calls: 1 !!! After checking out what might have caused those extra calls: Complicated folder structure maybe? The character which makes only one call has everything in it's own "root" folder. When I tried to make such a folder with 5 sprites and one spriter file (which has 4 bones) the problem occurs again. There's 10 calls more as there should be only one. If any one has a clue what I might be doing wrong, I would be delighted for the help. Regards, Vesa
  4. Ah, sorry for being confusing with that unity thingy, I should have phrased the question like this: Hi, Is there anyway to "re-import" or fetch the sprites to the project or is it only possible by manually adding sprites to Spriter's scene? Regards, Vesa
  5. Hi, I just realized that extra folder structure might cause more setpass calls in unity so any extra folders where ditched. Is there anyway to "re-import" or fetch the sprites to the project or is it only possible by manually adding sprites to Spriter's scene? Regards, Vesa
  6. Is there anyway to reduce setpass calls with the plugin? Right now we're getting 40 just for two characters animated.
  7. Thank you for the fix! I haven't tested it yet, but it surely makes things easier =)
  8. Hi, Edgar from Brashmonkey had a solution for the odd animation behaviour - originally the png's we're exported from photoshop with a plugin which keeps the positions of the png's. But it might be that the plugin caused the problems with pivot poinst when imported to spriter. Animations played well with spriter but unity didn't understand them. Here's the plugin I'm referring to: http://brashmonkey.com/forum/index.php?/topic/2768-photoshop-to-spriter-photoshop-plugin-attached/ https://github.com/flyover/psd2scml Here's Edgar's help (he gave me permission to use it here): "Also as far as the rotator line in Spriter, that's very odd, and I haven't seen that issue before. If you have any idea how it moved like that (it should default to the top left corner if you didn't move it yourself), please let me know. It is possible that this extreme pivot point is what's causing the issue with your runtime if that's what you're using. Fortunately it's very simple to fix this at least. In Spriter, select one of the parts. There should be two circles - One of them you click and drag to rotate, and the other one lets you click and drag to move the center of rotation. Simply grab that other one and drag it to a location that makes sense. If you press Control - D with the part still selected it will copy this pivot point to all frames. After you fix each part the first time, right click on that same circle and choose 'Overwrite default pivot point'. Now when you go to the next animation to fix the pivot point, you can just rightclick the circle and choose 'use default pivot point' to use that same location, and then control-d to copy to all frames. A couple more things about default pivots - By setting the default pivot point, from now on when you drag that image from the file palette it will automatically use that to begin with. You can also set the default pivot point by double clicking the image in the file palette" That solved the problem!
  9. And here's the spriter animation imported to unity with "pixels per unit" set to 100. It's really tiny: Also noticed that the animation explodes when importing to unity, but in spriter the animation is playing normally:
  10. Hi, Hopefully this isn't one of the things Dengar was frustrated in the topic beginning. Things blow up when entering "1" (instead of 100) to the "pixels per unit" box in inspector. Here's the video: https://youtu.be/BP0OEQZLi34
  11. Hi, I was wondering is it possible to import scon / scml to Flash CC ? The problem is file size, with exported png's, one character with five animations uses about 22mb.. > Tried to install dragonbones on flash cc, but it didn't work out at all, I've would have mimiced the animations from spriter.
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