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steveEXC

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Everything posted by steveEXC

  1. I just checked it out. Looks like the problem is solved! Thank you so much.
  2. Sure! In the .asset file, I'm noticing the animation data primarily comes into the mainline animations. In the inspector window in Unity, when I inspect the .asset file, I find the animation data under Spriter > Entities > Element 0 > Animations > Element 0 > Mainline Keys. I see there's a second place where animation data goes. This is located under Spriter > Entities > Element 0 > Animations > Element 0 > Timelines. This is where I mentioned I can manually modify data here after it has been imported and it affects the animation. Unless I'm misunderstanding, I shouldn't need to modify this data after it has been imported. I've linked a .zip file with my Unity test project. The included .scml in the TestBox folder has a green box with two identical very basic bounce animation. Of the two animations that are on the box, one has the bounce animation data on the bone, one animation has it on the object. When I import this .scml file into Unity, the object animation comes over correctly, but the bone animation treats the animation curve as if it's linear. I created this project in Unity 5.3.0. http://client.elementxcreative.com/spriter/SpriterTest.zip - Size: 0.11 MB
  3. Hey everyone! I'm having a strange bug. I have a bezier curve type on a mainline key in Spriter. In Unity, the data on the .asset file seems to be created correctly, but the interpretation of the data is wrong. If I have animation on an object, the keyframes properly respect the mainline key curve type, but if I have animation on a bone, it completely ignores the curve type and defaults to what looks like a linear curve type. If I manually edit the curve type on the timeline of the .asset file, the animation works as expected. Why is bone data ignoring the curve type?
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