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[1.3.15] Flash Animation Toolset

Discussion in 'Assets and Asset Store' started by BlackMat, Nov 8, 2016.

  1. Liklain

    Liklain

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    @blackmat Hi, How can mask be implemented or used for animations in the unity scene?
    I looked into already implemented solution, like Alpha Mask, but that asset seems to replace shaders for mask effect.
    Is there a way to implement it painlessly?
     
  2. BlackMat

    BlackMat

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    Hello Liklain!
    Yes, flash-animations uses custom shaders and can't be used with Alpha Mask and other solutions for masking. If it posible you can make mask inside flash-animation. Or use render to texture and use mask for result texture, but it performance expensive and hard way.

    I'll thinking about this feature for next version.
     
  3. danbrani

    danbrani

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    How would I go about swapping sprites at runtime, so my character can use differently looking weapons without really making a separate animation?
     
  4. BlackMat

    BlackMat

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    Hello danbrani!
    Unfortunately in this moment you have not access to internal clips in animation for swapping sprites at runtime.
     
  5. JohnnyDang3r

    JohnnyDang3r

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    Hi! I'm porting a PC game to Xbox One. Flash Animation Toolset works flawlessly on PC but I was finally able to test the game for the first time today on the devkit and every flash animation is invisible. Any idea?
     
  6. BlackMat

    BlackMat

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    You can try to use unity frame debugger for understand what happens for example. Also try examples from the Toolset please.
     
  7. JohnnyDang3r

    JohnnyDang3r

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    Just tried with new project only with FAT and a prefab of purple_apparition.fla.purpleFlower in the middle of the screen. Works just fine playing from the editor, but running on the xbox one it's not there and I get the message this in the console:
    XboxOnePlayer(192.168.1.108):4601</i> NullReferenceException: A null value was found where an object instance was required.
    at FTRuntime.SwfManager.LateUpdateControllers (Single scaled_dt, Single unscaled_dt) [0x0000d] in Z:\GraveDangerGames\Soulless\branches\TestFAT\Assets\FlashTools\Scripts\FTRuntime\SwfManager.cs:271
    at FTRuntime.SwfManager.LateUpdate () [0x0003b] in Z:\GraveDangerGames\Soulless\branches\TestFAT\Assets\FlashTools\Scripts\FTRuntime\SwfManager.cs:307

    The frame debug shows the meshes with no material on them. Could it be a shader problem?

    Unfortunately I only have a couple weeks to deliver this project. Are you aware of anyone using your tool that successfully published to console? If Xbox is not supported I'll have to redo the animations with Anima2D and kindly ask for a refund please.
     
    Last edited: Apr 13, 2018
  8. NickBVG

    NickBVG

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    Hey I downloaded and tried you product but it doesn't seem to work. I was trying to export a animated tile for a slot machine I am porting. The tool processes and exports the SWF but when I try to drag it into unity I get an error.

    [FlashTools]</b> Postprocess swf asset error: Method not found: 'UnityEngine.Texture2D.EncodeToPNG'.
    Path: Assets/test/butterflytiletest.fla 1.asset
    UnityEngine.Debug:LogErrorFormat(Object, String, Object[])
    FTEditor.Postprocessors.SwfAssetPostprocessor:SwfAssetProcess(SwfAsset)
    FTEditor.Postprocessors.<OnPostprocessAllAssets>c__AnonStorey0:<>m__0()
    UnityEditor.EditorApplication:Internal_CallDelayFunctions()


    I am using Animate CC 18.0.2 and Unity 2018.2.13
     
  9. BlackMat

    BlackMat

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    Thank you for bug report!
    Unity broke backward compatibility..again. link
    I'll fix it as soon as possible.
     
  10. Myung-Keun-Choi

    Myung-Keun-Choi

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    Ver.2018 Error - I select swf prefabs and unity code Edit and Compile or Scene Move. and The following errors A PreviewRenderUtility was not clean up properly before assembly reloading which lead to leaking this scene in the Editor. This can be caused by not calling Cleanup() during the OnDisable of an Editor or an EditorWindow. UnityEditor.PreviewRenderUtility:Finalize()
     
  11. BlackMat

    BlackMat

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    Hello. Thank you. I'll check it!
     
  12. BlackMat

    BlackMat

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    @NickBVG
    @Myung-Keun-Choi

    Fixes submitted to asset store. Please wait few day to asset store preview process.

    Fixed in 1.3.13.
     
    Last edited: Oct 30, 2018
  13. NitromeSteed

    NitromeSteed

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    Hi,

    We have simple animations, but they have a few nested loops. This is because we're showing a title card that animates appearing and then stops. But elements on the card continue looping - like a sparkling mirror ball or a flashing console for example.

    I've tried the trial version of FAT from the asset store and none of our animations work with it. The tool does not recognise "stop();" or "gotoAndPlay(scene);" on a clip's timeline. The result is that all of the animations end up broken with some parts looping when they shouldn't and others coming to a halt. Then we only have the choice of looping the entire animation or freezing on the last frame with none of our loops working.

    Is there some kind of setting we've missed that can produce the result we're looking for? We're porting an Adobe AIR project that is already on sale, so we're not able to just scrap all of these animations or change how they work.
     
  14. BlackMat

    BlackMat

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    Hello @NitromeSteed!

    Unfortunately action scripts in frames is unsupported.
     
  15. Cookierun

    Cookierun

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  16. BlackMat

    BlackMat

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    Hello @Cookierun!

    It's partially supported. But the main problem with this tool that it's shape-tweens in a compiled flash file. This means that all warped objects will be presented as a frame sequence. I've attached example atlases in the post.

    In other words, I don't recommend using the warp tool and shape-tweens to avoid huge memory usage. Other types of tweens (classic tween and motion tween) work good of course, only shape-tween causes these problems.

    Inchworm_Tree.fla._Atlas_.png Praying_Mantis.fla._Atlas_.png
     

    Attached Files:

  17. Shamini

    Shamini

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    May 9, 2014
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    Hey,
    So we downloaded the free version of your asset and it works well so far, however I have 2 questions about the same.
    1) Some scripts were inside a dll file that we could not access in the free version. Namely: FTRuntime.dll which contained SwfClip, SwfAsset etc. Will these scripts be unlocked in the full version?

    2) Is there any direct dependency between the asset and the imported animations? For example if unity were to update in the future and the asset becomes out-dated, would previous animations made via the asset still work?

    Thanks
     
  18. jarjinlee

    jarjinlee

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    Feb 6, 2015
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    3

    @blackmat Hi,
    I purchased plug-in yesterday. It seems that there is a problem. The special effects of role knife light seem to be a problem. What attention should I pay to when making it?
     
  19. BlackMat

    BlackMat

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    Hello @Shamini! All source code is included to full version.

    If you update Unity or Flash Toolset, all clips will be reconverted automatically from their .swf files. Or in manual mode with help "Tools/FlashTools/Reimport all swf files" menu.
     
  20. BlackMat

    BlackMat

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    Hi @jarjinlee! Send me please the animation with this problem to the support email (blackmatov@gmail.com). I'll look at what is wrong.
     
  21. BlackMat

    BlackMat

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  22. Gohloum

    Gohloum

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    Nov 29, 2018
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    Hi,

    I have downloaded and tested the free version. Is there support for nested movieclip access?

    Example: I have a character_mc movieclip. Inside this clip I have an eyeglasses_mc movieclip. That clip has an empty first from (no glasses) and then 3 more frames with different eyeglass types on each frame. Is it possible to gain access to the eyeglass movieclip? I am assuming any clip I want to access should be set to export for actionscript.

    Ideally, some sort of dot notation would be great to be able to drill down to nested movieclips:
    Pseudo code below:
    Code (CSharp):
    1. // Pseudo code example
    2.  
    3. // mySwfClip is character movieclip with nested eyeglasses clip
    4.  
    5. // Set the eyeglasses to Ray Bans anchor frame.
    6. mySwfClipController.clip.eyeglasses.Play("RayBan Glasses");
    7.  
    8. // -- Or even if it had to be done GetComponent style
    9.  
    10. SwfClips[] = mySwfClipController.clip.GetComponentsInChildren<SwfClip>();
    11.  
    12. foreach (SwfClip clip in SwfClips)
    13. {
    14.     if (clip.name == "eyeglasses")
    15.     {
    16.         // Found the clip we are looking for so do something here
    17.     }
    18. }
    If you don't have that feature yet, I'd like to request it. Thanks!
     
    Last edited: Mar 26, 2019
  23. BlackMat

    BlackMat

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    Hello @Gohloum!

    Unfortunately, this feature is not currently supported. I have a few requests for this, and I want to have it too. Also, I have some plans to nested clips, but I can't say for sure when I'll implement it.
     
  24. BlackMat

    BlackMat

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  25. Gohloum

    Gohloum

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    Can you explain how to do this? One of the reasons I purchased this plugin was specifically to use it in the UI components.
     
  26. BlackMat

    BlackMat

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    In our game we use subcanvases with custom sorting layers as if we want to render a regular engine model. It's not convenient but works.
     
  27. ArnoldRauers_Tinytouchtales

    ArnoldRauers_Tinytouchtales

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    Jan 25, 2015
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    Tried to use your Tool today again. No nested clips is such a show stopper for Flash Animations. Really sad that it's still unsupported, since the rest of it works so good.
     
  28. Esti

    Esti

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    Apr 16, 2015
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    1
    Edit FIXED!

    Our artist fixed it. It was a color adjust effect in flash that did this.

    Hi, I tested the trial version and for some reason my texture loses a lot of color saturation. Compare the images. Do you think this is fixable? I would like to buy the asset.
    bonsai_anim.fla._Atlas_.png bonsai_anim0001.png
     

    Attached Files:

    Last edited: Aug 19, 2019
  29. BlackMat

    BlackMat

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    Can you send me the .fla file? I will look at this in more detail.
     
  30. jason_yak

    jason_yak

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    Aug 25, 2016
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    Hey Blackmat, we've been using your tool for quite some time now, we think it's awesome... we just think we may have a realllly unusual problem with it. For a couple of days we've had this really bad 'hang' happen every single time we stopped our project running it would lock up, the console would show all of the endless hasing asset calls for minutes at time and then eventually crash. We ended trying to delete the Library folder so it would reimport everything fresh and we discovered that it was complaining about all of these material / shader errors coming from flash tools. All of this only started after we updated from Unity 2019.1.8 to 2019.2.2, we tried 2019.2.3, but same problem. Also note that this project uses LWRP 6.9.1 and ShaderGraph 6.9.1. We have another project that doesn't use LWRP or SG, it's the main legacy diffuse renderer, but the project uses FlashTools and is using 2019.2.3 but doesn't have the issue. So I'm wondering if there's a really strange compatibility issue. Here's a screengrab of the errors it reports once when opening the project or after clearing the Library folder. So the lockups might be hard to replicate, not sure. But we only had minimal use of FlashTools in the project. Let us know if you need any more info:
    https://www.dropbox.com/s/na1rq87llfoyei2/Screen Shot 2019-09-02 at 2.34.41 am.png?dl=0
     
  31. Plumpman

    Plumpman

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    Sep 7, 2012
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    Hello! Your tool is fantastic so far!
    Is there a way to ignore main stage completely when importing into Unity?

    We only want to import Library objects set to "Export as Actionscript".
     
  32. BlackMat

    BlackMat

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    Hello and thank you) In this moment only "Export as AS" and Stage.
     
  33. Narehop

    Narehop

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    Oct 7, 2016
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    Hi blackmat. How I can to set normalmaps or unlit lights on the resultant mesh?
    I need to use lights in my game but it doesn't work on your plugin
     
  34. BlackMat

    BlackMat

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    Hello @Narehop ! I think it's impossible without source changes at this moment. I have this feature on my TODO list, but I don't know when I get time for it.
     
  35. linguangya

    linguangya

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    Aug 12, 2013
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    Hi blackmat,is there a way to change the default extension of files in unity, like ._Atlas. .wal.,my load assets plugin was only allow one dot at one path。I wanna change it to _Atlas_ _wal_,thanks.
     
  36. BlackMat

    BlackMat

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    Hello @linguangya!

    You can only do this with source code changes. Find by `Path.ChangeExtension` in SwfAssetPostprocessor.cs and SwfPostprocessor.cs.
     
  37. AnnaSmirnova

    AnnaSmirnova

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    Mar 12, 2020
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    Hi, I have a question about using the toolset. In the video tutorial with crocodile there are a lot of symbols in library.
    Then when you import fla in unity you have 5 files. But when I import I have 5 files+ files of all symbols I had in adobe animate. This is a mess. How and where should I organise it to have 5 clean files in unity? fgvsf.PNG
     
  38. BlackMat

    BlackMat

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    Hello Anna!

    Did you uncheck these clips for export? ("Export for ActionScript" in clip properties) If yes can you send me this animation source to the support email for debugging?
     
    AnnaSmirnova likes this.
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