Mike at BrashMonkey Posted August 1, 2017 Report Share Posted August 1, 2017 I can verify this. Not all animations in the art packs are designed so they can be tweened with any other animation in the character's set. Animations like walk, idle, and run are likely to blend well, other animations you need to either just pop directly too create a custom animation that tweens from one to the other. tnaseem 1 Quote Link to comment Share on other sites More sharing options...
tnaseem Posted August 1, 2017 Report Share Posted August 1, 2017 Ah, now I see it. Thank you, both (@loodakrawa & @Mike at BrashMonkey) for looking into this. Makes total sense. Well, that was the only 'issue' I came across, so SpriterDotNet.Unity actually works perfectly fine with Unity 2017.1. Apologies for the confusion! Quote Link to comment Share on other sites More sharing options...
ThunerSkelett Posted October 21, 2017 Report Share Posted October 21, 2017 I followed all the steps which where required and in my Folder Controller,canvas and pelvis are missing can someone maybe help me? Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted October 21, 2017 Report Share Posted October 21, 2017 1 hour ago, ThunerSkelett said: I followed all the steps which where required and in my Folder Controller,canvas and pelvis are missing can someone maybe help me? Often people think they're taking all the necessary steps but are actually missing a step or doing it wrong. To get help faster you might need to record yourself doing the entire process so people can spot what's going wrong. Quote Link to comment Share on other sites More sharing options...
ThunerSkelett Posted October 22, 2017 Report Share Posted October 22, 2017 First i Import the spriterdonet file then i drag this Folder into unity and here you can see what is in the Folder Quote Link to comment Share on other sites More sharing options...
ThunerSkelett Posted October 22, 2017 Report Share Posted October 22, 2017 19 hours ago, Mike at BrashMonkey said: Often people think they're taking all the necessary steps but are actually missing a step or doing it wrong. To get help faster you might need to record yourself doing the entire process so people can spot what's going wrong. Maybe i am doing something completly wrong if a Video is really needed i can also do that Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted October 22, 2017 Report Share Posted October 22, 2017 4 hours ago, ThunerSkelett said: Maybe i am doing something completly wrong if a Video is really needed i can also do that Hopefully, someone else will have insight, as I'm not a Unity user...at least not so far. The only thought I have so far is to make sure you're not using the skin feature in Spriter, as that's not supported by any Spriter API including SpriterDotNet for Unity. Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted October 22, 2017 Author Report Share Posted October 22, 2017 On 10/22/2017 at 7:18 AM, ThunerSkelett said: I followed all the steps which where required and in my Folder Controller,canvas and pelvis are missing can someone maybe help me? Are all of your images imported as Sprites and not Textures? Quote Link to comment Share on other sites More sharing options...
ThunerSkelett Posted October 23, 2017 Report Share Posted October 23, 2017 17 hours ago, loodakrawa said: Are all of your images imported as Sprites and not Textures? How can i see which of the two is the case? Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted October 24, 2017 Author Report Share Posted October 24, 2017 9 hours ago, ThunerSkelett said: How can i see which of the two is the case? You should be able to see it in the image properties. More about it here: https://docs.unity3d.com/Manual/class-TextureImporter.html Also, check if there are warnings in the console. SpriterDotNet will complain about missing sprites Quote Link to comment Share on other sites More sharing options...
ThunerSkelett Posted October 24, 2017 Report Share Posted October 24, 2017 18 hours ago, loodakrawa said: You should be able to see it in the image properties. More about it here: https://docs.unity3d.com/Manual/class-TextureImporter.html Also, check if there are warnings in the console. SpriterDotNet will complain about missing sprites I can now drag the .prefab into the game and if i start the game i see the Animation. The Problem is i can't acces the file for the Animation anymore i checked on the example there it is the same what could be the reason for that? Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted October 26, 2017 Author Report Share Posted October 26, 2017 On 10/25/2017 at 1:55 AM, ThunerSkelett said: I can now drag the .prefab into the game and if i start the game i see the Animation. The Problem is i can't acces the file for the Animation anymore i checked on the example there it is the same what could be the reason for that? What exactly do you mean by "i can't acces the file for the Animation"? Quote Link to comment Share on other sites More sharing options...
ThunerSkelett Posted October 26, 2017 Report Share Posted October 26, 2017 12 hours ago, loodakrawa said: What exactly do you mean by "i can't acces the file for the Animation"? All the Animation i made shouldn't thei be in the .prefab ? Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted October 27, 2017 Author Report Share Posted October 27, 2017 7 hours ago, ThunerSkelett said: All the Animation i made shouldn't thei be in the .prefab ? It generates a distinct prefab for every Entity in your .scml file and each prefab has all the animations of the associated Entity. I still don't understand what your issue is - but hopefully this helps. If you still have issues - try first reading the SdN documentation and the Unity Specific documentation and then, if you still have an issue, explain it in detail here. Quote Link to comment Share on other sites More sharing options...
Dengar Posted October 27, 2017 Report Share Posted October 27, 2017 I'm under the impression that ThunerSkelett is expecting to see animations as separate files when the animations are actually part of the metadata? Quote Link to comment Share on other sites More sharing options...
CJX3M Posted November 7, 2017 Report Share Posted November 7, 2017 Hi there I tried using your plugin in order to import my spriter character But I'm not getting the controller nor the prefab I think I should get I have currently a single entity with several animations But, when importing to unity following the steps on your git, this is what I get Dragging the char prefab gives me nothing And I have no controller.prefab as well I previously used Spirter2UnityDX, which, worked perfectly, but given your plugin seems to be more complete, I decided to try yours and looks like I'm doing something wrong Thanks for the help Edit: And I feel like a complete idiot I just saw that, my character is behind the background. Just need to move it to the front Sorry for bothering Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted November 7, 2017 Author Report Share Posted November 7, 2017 18 hours ago, CJX3M said: Glad you fixed it - and don't worry, it happens to all of us Adding this here for future reference. If you can't see your animation, check the following: 1) all the images are imported as Sprites 2) your animation game object has a normal scale 3) your animation game object is not hidden by something in the front Also, the Controller is just a very basic example of how to control the animation, it does not get generated when importing .scml files. It's also worth noting that SpriterDotNet isn't integrated with the Unity's animation system and therefore needs to be controlled programmatically - hence the Controller in the example. Quote Link to comment Share on other sites More sharing options...
CJX3M Posted November 8, 2017 Report Share Posted November 8, 2017 Hey, I have another issue I think I-m getting the hang of working with your plugin. I was just getting the hang of using the animator when I decided to switch to your plugin, so please, bear with me. I think I'm doing all correctly, but I'm not getting my animations swapped As shown in my spriter file, I have 6 animations Which are correctly present in the UnityAnimator object So, I check that my character is in the ground and the move is different than 0 to trigger "Walk" or equal to 0 to trigger "Idle", but it's not doing so Any idea what am I doing wrong???? Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted November 8, 2017 Author Report Share Posted November 8, 2017 Not sure without debugging but I suspect your move is not actually zero. Checking floats for a specific value should be done with an epsilon not with an actual equality check. Something like: const float EPSILON = 0.001f; // basically a small threshold if(Math.Abs(move) < EPSILON) { // trigger Idle animation } If that's not it - just debug it. Quote Link to comment Share on other sites More sharing options...
CJX3M Posted November 8, 2017 Report Share Posted November 8, 2017 (edited) Well, I will give it a try, but, the thing is, its not even changing to the walk animation, it's stays on idle. I did expose the move variables in order to see if its changing, which it does. I'll add some trace to the console in order to see if it's entering to the conditions Thanks! Edit: Well, the epsilon didn't helped much. Actually, it was the transition time I don't know if its set on millisecond, but I think it was quite high. Setting it to 1f worked for me, but pretty sure it will give me trouble in the near future. Any way, I got it to work as well with the jump and fall down animations, even as to make the fall to play from any state, and that's awesome, but now, I'm trying to achieve the following In my list of animations, I have a couple i want to use, startJump and landJump. startJump should happen from the moment the player press the jump button, no issue there, but now, I want to add the vertical force for the character to jump at the end of the animation and so the jumpUp and fallJump animations plays I achieved to do the following It works perfectly, but, as you might imagine, the AnimationFinished event keeps on triggering, over and over again, so the character is jumping constantly Tried to remove the eventHandler, but to no avail Any idea how to achieve my desired result. I was thinking on using blend, I still need to try that, but any advice would be pretty much appreciated Edited November 9, 2017 by CJX3M Quote Link to comment Share on other sites More sharing options...
poewang13 Posted November 14, 2017 Report Share Posted November 14, 2017 Hi I am new user and I think , I miss somethink I watch a video in youtube about this plugin and I did samething but I have 2 problems ,firstly I can see many GreyGuy's animations in spriter but I don't see them in unity.is this normal ? and How can I change the animations ? can I change animations with your code or must I write code ? Here spriter animations window and in unity,GreyGuy and no animations Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted November 14, 2017 Author Report Share Posted November 14, 2017 2 hours ago, poewang13 said: Hi I am new user and I think , I miss somethink I watch a video in youtube about this plugin and I did samething but I have 2 problems ,firstly I can see many GreyGuy's animations in spriter but I don't see them in unity.is this normal ? and How can I change the animations ? can I change animations with your code or must I write code ? Here spriter animations window and in unity,GreyGuy and no animations Hi You can't see them because they are not listed. You're supposed to control them programmatically. You can use the code from the example to see how certain things are done but that alone won't get you far. For everything else - read the docs and try the examples. Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted November 14, 2017 Author Report Share Posted November 14, 2017 On 11/9/2017 at 3:00 AM, CJX3M said: Any idea how to achieve my desired result. I was thinking on using blend, I still need to try that, but any advice would be pretty much appreciated For the vast majority of animation management - you usually want some kind of state machine. I highly recommend reading about it here. Quote Link to comment Share on other sites More sharing options...
poewang13 Posted November 15, 2017 Report Share Posted November 15, 2017 13 hours ago, loodakrawa said: Hi You can't see them because they are not listed. You're supposed to control them programmatically. You can use the code from the example to see how certain things are done but that alone won't get you far. For everything else - read the docs and try the examples. Thank you for answer .Now I can change animations but I can't find event system.For example,I have a fire animation and after starting 0.5 seconds, I want add a event trigger for using InstantiateBullet function.How can I do that ? In spriter , I can add a point but the other things Can you record a video about this problem for everone after that can you can immobilize the first message Quote Link to comment Share on other sites More sharing options...
loodakrawa Posted November 15, 2017 Author Report Share Posted November 15, 2017 10 hours ago, poewang13 said: Thank you for answer .Now I can change animations but I can't find event system.For example,I have a fire animation and after starting 0.5 seconds, I want add a event trigger for using InstantiateBullet function.How can I do that ? In spriter , I can add a point but the other things Can you record a video about this problem for everone after that can you can immobilize the first message Once again - the docs and examples are your friend. Quote Link to comment Share on other sites More sharing options...
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