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Figured I'll share the thingy, since the original creator is kinda dead. Monofoxe.Spriter This is a heavily modified version of SpriterDotNet for Monofoxe. Note that since Monofoxe is a Monogame-based engine, it's gonna be very easy to convert the library to support generic Monogame. So, why make another C# implementation? The existing one is beyond terrible. It's extremely overengineered, badly designed, filled with bugs and is a pain to work with in general. I've tried to simplify the source code as much as possible, fix the most obvious issues and even add new features. The co
SpriterDotNet.Unity The Unity plugin for SpriterDotNet. Supports all Spriter features. https://github.com/loodakrawa/SpriterDotNet/tree/develop/SpriterDotNet.Unity Documentation The most up to date documentation can be found on the GitHub Repository.
SpriterDotNet A simple, fast and efficient Spriter implementation in pure C#. Feature complete. About The goal of SpriterDotNet is to be as fast as possible while keeping the code clean and readable. Being a pure C# implementation, SpriterDotNet doesn't depend on any external libraries / frameworks. It focuses on simple and efficient calculations of all transforms at a given point in time. This allows using it with any framework just by mapping calculated transforms to concrete objects. Supported Features Basic animations Bone animations All curve t
Hey, I've got a problem and I can't come up with solution. I've got a skeletal animation made in Spriter Pro. I import it into my Unity project using spriter2unity plugin. It works like a charm. Now i want to modify the animation with some code. Id like to move/rotate some parts or my model (particularly head and neck of a dragon) to follow a mouse. Yet it looks like it is not possible to move parts of Spriter game object, because they always move back to they original position/rotation imported from spriter. Does any one know how it can be accomplished? Thanks in advance.