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Solgryn

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Everything posted by Solgryn

  1. I don't see spriter2unity under project settings o: But I managed to create a little editorwindow that allows me to delete the animations, though, using LoadAllAssetRepresentationsAtPath to load the clips, and DestroyImmediate to delete them.
  2. How are you able to delete old animations from the prefab? Whenever I right click on the clip and click delete, nothing happens. I don't want to reimport by deleting the prefab, as I have animation events I want to preserve :c Could the importer be extended to also not include/delete old clips that are not present anymore in the spriter file? That would be optimal.
  3. Just wanted to share some of my work and possibly get some feedback, I think I'm getting the hang of spriter ' v' If you want to check out some other spriter works I've tweeted some over at https://twitter.com/Soulgryn Idle Casting Casting ended
  4. Thank you! That works perfectly c: Glad I could somehow contribute hehe
  5. Huh, I'm using the DX version, I just switched from the old one. D: Am I doing something wrong? Edited the animation and updated the prefab. But whenever it reimports the events are just lost..
  6. Hi, is there any possibility to make it so that the animation events don't get overwritten? Basically I want to manually go in my animation in unity, and add events myself. But when the spriter file gets updated, these events will disappear. Would it be possible for it to read where the events were, remember them, and add them to the newly imported animation? This would be amazing c:
  7. Hi, thanks for working on this c: I've had an issue where new bones can't be created during animation. I have a bone that represents a hitbox, for example, and I don't want it on all frames. In the old version, it would enable/disable the object if it was/wasn't in the current frame. Not sure if this was intended, but it was very useful seeing as hitboxes/events werent implemented. Also, the "hitbox bone" is in the hierarchy, it's just not being enabled/disabled as before; it's always disabled.
  8. Thank you, I ended up just editing the scale of the "head bone" to 0,9 or so; and copying it to all the frames. Instead of editing the images themselves.
  9. Hi, Is it possible to edit filenames of images such that you won't have to go through the animations and replace all the "missing images" to the "new image" with the edited filename? Use: In my project I have named my files hand_1, hand_2 etc for that they would appear in an order that would make sense when selecting the image replacement. But as I made new hands, the order would get messed up. So I'd like to rename the new hand_3 to hand_2 and have hand_2 be hand_3, without messing up the animations.
  10. Is it possible to offset/move bones globally throughout all the animations? For example move the "Head Bone" 50 pixels up, instead of going through every single animation and moving them. I've recently made a change to my character and I'd have to painstakingly go through all the animations and change the positions. Just wondering what the best practice is for maintaining your spriter project is.
  11. Now with Unity 5 being out, is this getting updated? There's a few obsolete things. edit: Tested this branch by mythgarr and it works for my project https://github.com/mythgarr/Spriter2Unity
  12. Oh, so this is still being worked on? I could. I think it's to do with pivot points that I didn't sync up between different frames of a torso for example. In spriter it looked good, but in unity the torso would move farther in one direction cause the pivot points were a bit off. I noticed it only happened with some of my body parts. Also I keep loosing connection with my prefab in unity, seemingly randomly. I go and edit in spriter, then unity imports the changes and sometimes it loses the connection with the prefab (it shows up as red in the hierarchy). The prefab's animator component also keep to lose its connection to the animations when this happens, so in motion it'd say "(None)". I'm trying to figure out when this happens exactly. Edit: So losing connection with the prefab is because autosave is on by default and unity gets confused on which file to convert (Because they both have the same entity names I presume). I turned autosave off and it hasn't happened since.
  13. I used this a while ago and it worked well. Now that I started working on a new project it's sadly outdated, as images are misplaced and not in the right order sometimes. :( Edit: messed around with it and it seems like moving the sprites themselves is a bad idea. You need to make a bone for each sprite. Gonna try to do some more complex animation.
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