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the_terrible

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  1. I'm relatively certain I did not re-parent the bone hierarchy in the middle of any of the animations, unless I did it by accident. Is there a quick way to check for this? I'm cycling through the different Key Frames of all animations while looking at the "Hierarchy" window and all bones/sprites have identical hierarchies for each Key Frame. Could it be a different unsupported feature that is causing the error? I know that I am using "Custom Curves" for the timeline iteration between some Key Frames for some of the bones, is this going to be a problem for Unity? EDIT: I tried the other plug-in you suggested and now I'm receiving a different error, but the first plug-in worked for an extremely simple example I tested. But again, the bone/sprite hierarchy doesn't seem to change for any Key Frame in any of the animations so I'm not so sure it's an issue with "dynamic re-parenting" unless I am missing something.
  2. So I'm following the instructions exactly as found in this video but still getting an error: Here's the error message. Does anyone know what the problem could be? Unable to build a prefab for 'Zombie Animations'. Reason: System.NullReferenceException: Object reference not set to an instance of an object at Spriter2UnityDX.Prefabs.PrefabBuilder.TryBuild (Spriter2UnityDX.Importing.Entity entity, UnityEngine.GameObject prefab, UnityEngine.GameObject instance, System.String directory, System.String prefabPath, IDictionary`2 folders) [0x0013a] in E:\Program Files (x86)\Unity\New Unity Project\Assets\Spriter2UnityDX\Editor\PrefabBuilder.cs:85 at Spriter2UnityDX.Prefabs.PrefabBuilder.Build (Spriter2UnityDX.Importing.ScmlObject obj, System.String scmlPath) [0x0014e] in E:\Program Files (x86)\Unity\New Unity Project\Assets\Spriter2UnityDX\Editor\PrefabBuilder.cs:50 UnityEngine.Debug:LogErrorFormat(String, Object[]) Spriter2UnityDX.Prefabs.PrefabBuilder:Build(ScmlObject, String) (at Assets/Spriter2UnityDX/Editor/PrefabBuilder.cs:54) Spriter2UnityDX.PostProcessing.ScmlPostProcessor:ProcessFiles(IList`1) (at Assets/Spriter2UnityDX/Editor/ScmlPostProcessor.cs:40) Spriter2UnityDX.PostProcessing.ScmlPostProcessor:OnPostprocessAllAssets(String[], String[], String[], String[]) (at Assets/Spriter2UnityDX/Editor/ScmlPostProcessor.cs:32) UnityEditor.AssetDatabase:SaveAssets() Spriter2UnityDX.PostProcessing.ScmlPostProcessor:ProcessFiles(IList`1) (at Assets/Spriter2UnityDX/Editor/ScmlPostProcessor.cs:43) Spriter2UnityDX.PostProcessing.ScmlPostProcessor:OnPostprocessAllAssets(String[], String[], String[], String[]) (at Assets/Spriter2UnityDX/Editor/ScmlPostProcessor.cs:32) UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets(String[], String[], String[], String[], String[]) UnityEditorInternal.InternalEditorUtility:ProjectWindowDrag(HierarchyProperty, Boolean) UnityEditor.DockArea:OnGUI()
  3. I've been playing around with Spriter Pro and have been creating animations with about 12 bones, each bone having its own sprite. Right now I have each sprite as a separate image file, but I'm starting to worry about computation speed when importing into Unity. When Unity calls on the sprite images, isn't it much faster for it to parse out a single sprite sheet rather than check through 12 different image files per character? This means I (and everyone else I suppose) should always be using Sprite sheets? So that means I have to use Texture Packer, right?
  4. 1) Thanks, I'll use the snap feature. 2) This method you suggested only works if I know ahead of time what I want the first Key Frame to look like. However, what I'm trying to do is allow for the interruption one animation in the middle of its cycle and transition to a new animation. This means that I do not know ahead of time what the exact position the character will be in the moment animation_1 is interrupted. The way I accomplished this in Game Maker Studio was something like this: > Run animation_1 > If condition for animation_2 met, stop animation_1 and store x, y, & angle as temporary variables temp_x, temp_y, temp_angle, respectively. > Run animation_2 where Key Frame #1 x = temp_x, y = temp_y, angle = temp_angle The first phase of animation_2 would look like this: > x += (KeyFrame2_x - temp_x) / Step_Time > y += (KeyFrame2_y - temp_y) / Step_Time > angle += (KeyFrame2_angle - temp_angle) / Step_Time This way, no matter where the character was in his animation_1 cycle, he always transitioned smoothly into animation_2. Is this something I would have to code into the game engine or is this something that can be handled in Spriter? If I must do it in the game engine, how do I call Key Frame data for use in the game engine (for example, how would I know what value KeyFrame2_x is with relation to the character's origin if I created the animation in Spriter?)
  5. Thanks for the help. I was able to reproduce the effect with the custom curves, but now I've come across a couple more questions related to what I'm trying to accomplish here: 1) How do you edit a Key Frame's position in the timeline without using the slider? Trying to land the slider on exactly frame 1800 is not easy, and typing a frame number into the "current frame" box seems to create a brand new Key Frame. 2) Is there a way have the initial Key Frame contain variable x coord, y coord, angular direction based on the end position of a previous animation? This would be for the purpose of interrupting one animation to jump smoothly into a second animation, where the first Key Frame of the second animation would have to be the latest frame rendered of the first animation.
  6. How do you turn off the inherit angle from the parent? I have the Pro version but I don't know how to do this, and for some reason the HELP screen is completely blank for me.
  7. I also wrote my own "Skeletal Animation" code in Game Maker with lengdir_x, lengthdir_y and yeah, the end result is technically correct but very pixelated no matter the beauty of the original sprite. Is this a problem with GMS in general? What do you use instead? I've been oggling at Unity but it's $1,500 price point is far higher than whatever I spent on GMS. I was wondering if Spline would help make the animations look better in GMS.
  8. Hi guys, I'm new to Spriter Pro but I've been forcing my will on Game Maker for a while now to make it do "Skeletal Animation" until now, when I've finally realized I'm an idiot and it would be way easier to use a tool like Spline or Spriter (I'm aware GM doesn't currently support Spriter imports). Anyway, where a lot of the animation I have has linear movement between "Key Points" like in Spriter, sometimes I have formulas determining how sprites move, such as to simulate pendulums swinging. How do I simulate the swinging of a pendulum or other more complex acceleration-based movement? Thanks!
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