Jump to content
Spriter Forums

Kiori

Members
  • Posts

    22
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by Kiori

  1. I did a quick test with 30 chars, non-moving, animating, it seemed to be alright, but i'd have to check on mobile to be sure.
    I noticed that in your main script "SpriterDotNetBehaviour.cs" you use Update. As per :http://blogs.unity3d.com/2015/12/23/1k-update-calls/
    I did a few tests on how to remove/Improve "updating" everything.
    One solution i did was change it to a coroutine.
    I didn't really get a huge improvement,well kind of, its weird actually, i think the profiler just gave me inconsistent results as usual.
    I've seen coroutines offer massive performance gains before, but who knows.

    Let me know your thoughts.

  2. On 29/11/2015 at 5:18 AM, loodakrawa said:

    Hey, can you provide more specific details about the exact .scml/entity/animation that cause these issues so I can investigate further? Thanks

    I believe what i used was :Spriter\Art Packs\Essentials\Adventure Platformer\PlatformerPack\Player.scml

    Also, i'd like to point out that unity has some great new features for joints in 5.3:
    http://blogs.unity3d.com/2015/12/08/unity-5-3-all-new-features-and-more-platforms/

     

    They are physics components, but its worth noting.

  3. I encountered a few bugs when trying to import the plataformer pack:

    -----------This shows up when i tried switching animations a character in the pack, with simply dragging the controller, running and pressing fire1,etc. ---------------

    ArithmeticException: NAN
    System.Math.Sign (Single value) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Math.cs:485)
    SpriterDotNet.SpriterProcessor.ApplyParentTransform (SpriterDotNet.SpriterSpatial child, SpriterDotNet.SpriterSpatial parent) (at C:/dev/libs/SpriterDotNet/SpriterDotNet/SpriterProcessor.cs:438)
    SpriterDotNet.SpriterProcessor.GetBoneInfos (SpriterDotNet.SpriterMainlineKey key, SpriterDotNet.SpriterAnimation animation, Single targetTime, SpriterDotNet.SpriterSpatial parentInfo) (at C:/dev/libs/SpriterDotNet/SpriterDotNet/SpriterProcessor.cs:265)
    SpriterDotNet.SpriterProcessor.GetFrameData (SpriterDotNet.SpriterAnimation animation, Single targetTime, SpriterDotNet.SpriterSpatial parentInfo) (at C:/dev/libs/SpriterDotNet/SpriterDotNet/SpriterProcessor.cs:83)
    SpriterDotNet.SpriterAnimator`2[TSprite,TSound].Animate (Single deltaTime) (at C:/dev/libs/SpriterDotNet/SpriterDotNet/SpriterAnimator.cs:142)
    SpriterDotNetUnity.UnitySpriterAnimator.Animate (Single deltaTime) (at Assets/SpriterDotNet/UnitySpriterAnimator.cs:41)
    SpriterDotNet.SpriterAnimator`2[TSprite,TSound].Step (Single deltaTime) (at C:/dev/libs/SpriterDotNet/SpriterDotNet/SpriterAnimator.cs:133)
    SpriterDotNetUnity.SpriterDotNetBehaviour.Update () (at Assets/SpriterDotNet/SpriterDotNetBehaviour.cs:61)

     

     

    ------------These 2 show up when loading/adding the pack----------------
    NullReferenceException: Object reference not set to an instance of an object
    SpriterDotNetUnity.SpriterImporter.GetDrawablesCount (SpriterDotNet.SpriterAnimation animation, SpriterDotNet.SpriterMainlineKey key) (at Assets/SpriterDotNet/SpriterImporter.cs:281)
    SpriterDotNetUnity.SpriterImporter.GetDrawablesCount (SpriterDotNet.SpriterAnimation animation) (at Assets/SpriterDotNet/SpriterImporter.cs:270)
    SpriterDotNetUnity.SpriterImporter.GetDrawablesCount (SpriterDotNet.SpriterEntity entity) (at Assets/SpriterDotNet/SpriterImporter.cs:257)
    SpriterDotNetUnity.SpriterImporter.CreateSprites (SpriterDotNet.SpriterEntity entity, SpriterDotNetUnity.ChildData cd, SpriterDotNet.Spriter spriter, UnityEngine.GameObject parent) (at Assets/SpriterDotNet/SpriterImporter.cs:118)
    SpriterDotNetUnity.SpriterImporter.CreateSpriter (System.String path) (at Assets/SpriterDotNet/SpriterImporter.cs:76)
    SpriterDotNetUnity.SpriterImporter.OnPostprocessAllAssets (System.String[] importedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPath) (at Assets/SpriterDotNet/SpriterImporter.cs:33)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets) (at C:/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:27)


    NullReferenceException: Object reference not set to an instance of an object
    SpriterDotNetUnity.SpriterDotNetBehaviour.Start () (at Assets/SpriterDotNet/SpriterDotNetBehaviour.cs:43)

    -----------------------

     

    It seems to work though.

  4. After disabling OGL spriter works even on the latest win8 'updated' drivers and performance is better than with the other one.
    So clearly its an issue with intel's OGL implementation vs. what spriter need/calls.
    Ran some other tests and actually with this driver OGL gets broken across the system, not only with spriter.
    So the final advice is, use intel's official latest driver, and never trust windows-update it will try to 'update' the 'older' driver and it will ruin everything.

  5. I also have the same problem on an old lappy under win8, on the same pc under linux i get no problem what so ever. so clearly its an issue related with the way spriter does things on windows vs. the available driver/environment.


    Edit: i got it fixed, first time i ever go spriter running under windows.
    I searched a bit, and in my case the only driver that got it to work was this one:
    https://downloadcenter.intel.com/Detail_Desc.aspx?DwnldID=18223〈=eng

    Windows 8 claimed to have a more up-to-date driver installed, screw that, BS all the way. After installing the above driver its working great... so far anyhow. :D

  6. Running on windows 8 for the first time, same laptop as usual intel 965g, dual core, 3gb ram, etc.
    had Spriter crash for the first time ever.
    I got this:"Unhandled exception at 0x043ED0EF (ig4dev32.dll) in Spriter.exe: 0xC0000005: Access violation reading location 0x00000000."
    Courtesy of VS2013 debugging.

    And yes vc2010 is installed.

  7. I agree with Kiori. I personally do not care if the animations end up as pure Unity 2D animations or not, I just want them to play as they do in Spriter. I also don't think the sound triggers or collisions are a priority feature. Spriter is first and foremost an animation tool right? So the goal should be to get people's animations, as they see them in Spriter, working in Unity. All the other stuff is kind of a bonus.

     

    Right now Spriter2Unity is lacking some core features, which means I would have to resort to exporting spritesheets from Spriter instead. This kind of defeats the purpose of modular animations. I also really want to be able to play around with bones in Unity, to do things like swapping a sprite (like a weapon), or forcing a character to look at something.

     

    Good luck and keep us posted!

    I looked into the Spine implementation, and they even have a spine to 2dToolkit runtime.(2DTK is the best framework for 2D in unity, its a must have)

    It was done by a dev, through kickstarter, he even tweaked some of the Spine code, i believe to make it work more with unity.

    The implementation is quite spectacular, you can do all sorts of in editor editing, switching, etc., and its very clean.

    The difference though, is that spine can use meshes, while spriter uses sprites pretty much, and using meshes becomes an advantage in unity.

    I actually have no idea how they integrated this stuff.

    I'm pretty sure it would require some redesign if brashmonkey atempted to do the same. :/

  8. This is a tricky question that will require some research and perhaps discussion with the developer of Spriter2Unity.  Spriter2Unity is great because it converts Spriter animations directly into pure Unity2D animations while importing them...so they literally become standard Unity2d animations, which you can manipulate just like all other Unity2d animations.

    However, while this is awesome, there may be no easy way to support all additional Spriter features such as sound effect triggering, collision boxes etc in the same manner...its possible a totally different Unity Spriter API would have to be created that might not convert the animations into native animations in order to facilitate supporting all of Spriter's features within Unity.

     

    If this is all true, then both Spriter/Unity solutions would be separate, different, and offer different strengths vs draw-backs perhaps.

     

    We cant say how long either updating Spriter2Unity or possibly creating a new non-native solution will take, especially because it depends on who we might be able to enlist the help of (seasoned Unity developers hopefully)..so if you need to start asap your best bet is to stick to Spriter2Unity and learn what features will likely not be supported any time soon and develop your animations without the use of those specific features.

     

    Mind you, I'm the artist of BrashMonkey, not a programmer, and I've never done anything with Unity besides import 3d models I made for clients to test them in the engine. ;)

     

    cheers,

    Mike at BrashMonkey

    To keep it sane, you shouldn't aim to have the sound effects and colisions suported yet, thats very unity specific, what you should do is make sure the animations themselves are fully supported.

    You guys need to have 'export to unity' as a builtin option, this is going to be your biggest userbase if you do.

    These are some good links for the devs to look into:

    https://www.assetstore.unity3d.com/en/#!/content/14024

    http://gamedevelopment.tutsplus.com/series/bone-based-unity-2d-animation--cms-617

    I believe the spriter2unity implementation uses something similar to the last 2 links. I've tested it, not thoroughly though, and it seems to work ok so far.

    I was one of the early supporters of spriter but I'm a bit undecided at the moment, maybe I'll buy puppet2d and use that instead.

    I hope you guys come around and realize how important unity really is and include all sorts of unity specific features into spriter.

    Alternatively you guys could contact unity themselves, and hook something up. They'll help you out.

     

  9. HI I have a bug that i thought initially was a steam version bug, but its on the other version as well.
    When i open the program if there is any window up, it freezes there even if I close it, generally there is something wrong with video it seems. i tried disabling opengl, but now the program crashes on startup.
    I'm testing this on a intel gpu under windows 7 32bit btw.
    I'll try it on linux later on and see what happens.

    Cheers

    Edit: Tested the latest build available, which was still B11, on linux. And it still works fine, with great performance btw.
    My problem is a windows-only problem. Tested with B11 on win also, just to make sure.

  10. You guys should look more into unity integration(as in learn the engine and make sure everything is top of the line).

    Its pretty much a standard engine for 2d right now, specially considering all that you get with the free version. I believe they represent something like 57% of the mobile games atm. And its only going to grow.

    My guess is it will represent the greater majority of your users, specially after you guys release the final 1.0 and properly advertise spriter, etc.

    Its a great engine that hasn't forgotten about 2d. If you want to learn more about it, I think these sessions are quite nice:http://unity3d.com/learn/tutorials/modules/live-training-archive. Also this part of their tutorials: http://unity3d.com/learn/tutorials/modu ... /animation , gives you an overview of how the animate things.

    Cheers

  11. I second the cocos2d-x and "It would be awesome if the Unity support would include the 2DToolkit.".

    It would be awesome indeed. I read around the web a bit, and it seems the spline guys made an implementation that gets the anims loaded directly into 2dtks format, so it is possible.

    They contacted the guy who works with 2dtk, maybe brashmonkey should do the same, see what needs to be done.

  12. I only knew spine before founding out about spriter, frankly with all the recent pixel art support(B8), and the general style of things, spriter seems a lot more artists and not industry focused that spine, giving it an edge.

    I wanted to know however if you guys plan implementing prime spine features like using meshes, free form deformation and bounding boxes for physics. These to me where the prime features that make spine useful, other things like defining curves in the animation or the timing i guess are a given.

    Also it would be cool if in the future you guys could include a fbx export.(not sure how hard that would be)

    Sometimes 2D is usefull in 3D.

    Since spine and spriter talk different languages those features would be important, I would also look forward to a working unity plugin that i read about around the forums, but i also read that you guys will look to make spriter compat. with most engines later on so no worries there.

    I wouldn't mind waiting for the above features, if they will come eventually.

    Just the spixel art features and recent focus already makes it a good editor for me.

    Thanks for any response.

    Great job so far.

×
×
  • Create New...