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Showing results for tags 'c#'.
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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 code is still way too overcomplicated and badly designed, but this turd can only be saved by a complete rewrite by someone who's not loodakrawa, and I just don't have this much time. But be warned, this is what I use for my games internally, and it's not as polished and/or shiny as my other stuff. Changes so far: Added - Added Monofoxe implementation. - Added an ability to manipulate bones and sprites at runtime. - Z tilting support. Removed - Removed default Monogame implementation. - Removed Unity implementation. - Removed frame caching. It did not play well with runtime bone manipulation and time slowdown. Changed - Did a complete codestyle overhaul. The code is much more readable now. - Greatly reduced code complexity. Removed unnecessary interfaces and hygely simplified initial setup. - Did a bunch of renamings and class merges to get rid of nothing-classes. Fixed - Fixed completely broken animation transitions. - Fixed an issue where some interpolations were calculated incorrectly in edge cases. Download: https://github.com/Martenfur/Monofoxe.Spriter
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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.
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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 types (Instant, Linear, Quadratic, Cubic, Quartic, Quintic, Bezier) Points Collision Rectangles SubEntities Events Sounds Variables Tags Character maps Animation blending Plugins / Examples Unity MonoGame Source Code GitHub Repository
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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.