Sequence Sprite Animator

Sequence Sprite Animator.


Have you ever tried to use spritesheets for sequence animations, only to discover that the process is far to slow and tremendously huge?

Have you ever wanted to create your own rpg 2d game where you can change cloths, weapons or armors of your character's or NPC's at runtime, only to discover that the default animation system doesn't support that feature?

If you sayed yes at least to one of these questions, then this tool pack its made for you!.

With the Sequence Sprite Animator you can easily create and animate objects that you can attach, change or remove to you character's or NPC's over runtime with at very few lines of code.

In fact, it becomes very easy to create an sequence animation from spritesheets, for the movement up to height directions: Up, Down, Left, Right, UpLeft, UpRight, DownLeft, DownRight.

And all of those for every one of the next character states: Idle, Walk, Run, Jump, Phisic-Atack, Magic-Atack, Phisic-Defense,  Magic-Defense, Technique, Special.

It only takes a few minutes to create the first animated object, and later, when you have the desired animation sequence just created, you can replicate it on new objects on two minutes or less .


What's inside this tool?

1. Animated Object Creator.
2. Animated State Creator.
3. Animated Direction Creator.
4. Sequence Sprite Animation Manager.

So what are you waiting for? Take a look of all videos on the next link for an demonstration, and try it! This tools is gonna fasten tremendously the develeop of your characters for your game.

Homepage: http://neurosistemas-apps.blogspot.mx/p/support.html
Contact me: eltrolluminati@gmail.com





Before start you must have to know:


Before showing you how to use this beautiful tool I have to explain some points so you know how it works.


  1. It is using an animation system different from the one that comes by default in Unity, and this one does not take into account the position of the objects, so you must arrange their position by yourself from their spritesheet.
  2. The true power of this tool is demonstrated by the use of compound sprites, which are nothing but composite images that are assembled from several spritesheets at runtime, which allows, for example, to put, remove and change clothes, equipment and even the body parts to your characters.
The next video tutorial show you how to do that, so that the two previous points acquire a greater sense.




  1. This tool is limited to controlling the animation of the sprites, the movement of the gameObjects to which the sprite animator is attached should be done in the traditional way and you can even use the animator controller for better visual effects .
  2. There is no limit to the size of the sprites of your animations but I recommend using the traditional standards of sprites (16x16, 32x32, 64x64, etc.), and you must be clear that if you are going to use composite sprites all their parts, however small they may be, should have the same size.




Steps.


Now that you have readed the previous points, its the perfect time to explain you the small steps that you must follow to use this glorious tool.

1.- Once you have your spritesheets ready as shown in the videotutorial above, and if you are going to use compound sprites, you will have to do a slice of multiple type in the inspector, and put a specific size so that all the sprites of the animation sequence have the same size. The following video shows you how to do it:


2. To create an animated object you must create it using the "Object Creator" tab. However you can also create an entire state ("State Creator") or even an direction ("Direction Creator") through their respective menu tabs.

3. To create an animated object you must:
  1. Select the bodypart where the animated object to create belongs.

  2. Select the number of movement directions that the animation will have. They can be 1, 2, 4 or 8. In the following image all the options are shown.

  3. Select the boxes of the animation states that will be active in this animated object.

  4. Add an id for the animated object.

  5. Choose the spriteSheets from where the sprites will be extracted for each of the motion animations. The process must be repeated with all directions and all movement states.

  6. Add the number of sprites of which the animation will be composed for each of the directions of movement. There cannot be movement directions with 0 sprites.
  1. You must indicate from position to position which is the sprite that the slot are pointing.

  2. You have the option to visualize the pointed sprites but for memory purposes it is convenient to have only one box active at a time.

  3. You must click on the "create new object" button and write the name of your prefference. All assets for states and animation directions that are derived will have the same name but indicating the state, and the animation direction (in the case of animation addresses only).

  4. You can load animated objects that you have previously created.

  5. You can save the changes on the objects that you have previously loaded.
4. To create states and animation directions separately you must click on "State Creator" and "Direction Creator". The procedure is the same as the one above.

5. You can use the character prefab that is included in the tool or create your own. If you are going to create your own prefab, you should:
A. Add a SecAnimationController component to the parent object.
B. Add a SecAnimBodyPartAnimator component to all child objects.


6. To start an animation you just need to change the status and the direction from the SecAnimationController, and if they exists are going to be executed automatically; if they do not exist, the preexisting animation will continue to be played. This is done through the following variables:
  1. For the state: actualState. The enumerator that you should use for this variable is invoked as SecAnimState.ANIMATION_STATE. From there, just choose the state you want to show on the screen.
  2. For the address: currentDirection. The enumerator that you must use for this variable is invoked as SecAnimDirection.ANIMATION_DIRECTION. From there, just choose the animation address you want to show on the screen.
7. You can control the animation speed for each direction. This is done through the SecAnimationController, and there is a specific variable to control each direction animation speed as well as a global variable that controls the speed for all animations at the same time.

There is an example of points 3 and 4 in the following video:










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