This version adds more support for applying 2D Lights to Sprites with bone-based animation. Specifically you can now use secondary textures. This means that you can add normal maps to your sprites to define surface detail that can be picked up by the 2D Lights and deforming these sprites by posing or animating your characters will work well. This is because we now consider vertex tangents while deforming a sprite. This version also includes the experimental Sprite Swap feature. Here’s more details on this release: What’s New Added tangent deform for lighting support What’s Experimental Sprite Swap Changed Make Size property field in Weight Brush draggable for changing brush size Rename SpriteLibraryAsset::GetCategorylabelNames to SpriteLibraryAsset::GetCategoryLabelNames Change string hash for Category and Label name. This might break existing animation usage with SpriteResolver. Add Experimental tag on Sprite Swap related features Fixed Fixed Amount slider not working in Weight Slider Panel Fixed exception when changing size to less than 0 in SpriteLibraryAssetInspector Fixed Sprite visual corruption when swapping Sprite using SpriteResolver
sprites has no bind poses I created a rig, created an animation, created an animator a few minutes I get a warning and animation not working! possibly, the problem has returned https://issuetracker.unity3d.com/is...hen-library-folder-is-rebuilt-slash-different Unity 2019.3.0b1 2D Animation 3.0.4
I have a simple way to avoid this situation: 1. open your prefab, edit something but do not save 2. rename .psb file or rename the variant of .psb file 3. click keep change then you may see the datas. However, we'd better to wait for plugin update
I am also having this issue with a sprite that is NOT a prefab. I upgraded from 2019.2.5 where all was working well. After the update I got the "Sprite has no bind pose issue". I opened the SpriteEditor, Edited a bone, then hit apply. (This has worked in the past to get by this issue.. seems to sort of rebuild things). After this, the "Sprite has no bind pose" went away and all was good... HOWEVER.... When I closed Unity and re-opened.. or even just toggled to "Maximize On Play" the sprite would revert back to the "Sprite has not bind pose" error and I'd have to do the process all over. Guess I'll hold on 2019.3 beta until this is fixed. -Jeff
It sounds like you've run into this bug. https://issuetracker.unity3d.com/is...-save-assets-modified-during-assetpostprocess A fix is on the way but if you need to workaround it for now, try switching to Asset Pipeline Version 1. Project Settings > Editor > Asset Pipeline > Version 1
Hello @ed_s You're solution solves the bones' discconnection related to the SpriteSkin script, but in my case, I'm using Unity2020.1.0a3 and the Pipeline Version 1 corrupts all the Sprite textures generating a Bug (see my thread posted a few days ago: https://forum.unity.com/threads/sprite-selection-window-issue.745199/) Please solve this bug the sooner the better and keep us informed. Thank you in advance!
Launching a still-not-ready animation package under the alpha version of Unity 2020, which appeared in the list of official alpha a week ago? Extreme, however... Are you sure that developers will now be able to answer whose bug it is there? But after that You write as if your project on the final official release version of Unity was buggy... -"fix it urgently and keep us..."! Probably joke ... P.S. Sorry fo google-translate...
FYI, the bug with losing bind pose data with asset pipeline v2 has been fixed in version 3.0.5 of the 2D animation package. https://issuetracker.unity3d.com/is...-save-assets-modified-during-assetpostprocess Just update your package to 3.0.5 and then reload your project.
Stupid question so sorry for that, but how to update to 3.0.5 when the newest version in package manager is 2.2.0?
Thanks @rustum - Question: Are there plans for Squash and Stretch (deforming) for unity 2D bone animation (similar to puppet2d or spine)? Overall the package looks amazing but this critical area keeps me from wanting to use it in my next project. Also, my applogies if this is a repeated question. I couldn't find it on the fourms
There are definitely plans. We want to understand how deformation is being used by current and upcoming projects. Are you using it in isolation or as part of a more complex rig. What outcomes are you hoping to achieve for your animations?
The main package I currently use is Puppet2D with the unity animator: The vast majority of the animation is done driven via the IK controls at FPS of 12. Swap out sprites as needed (mostly hands and Squash and Strech ) in the animator Use Free Form Deformation handles Exaggeration i.e. PopEyes Arms after eating spinach My understanding is that I can do everything with the new animation package expect that I would need to roll some code Free Form Deformation - Correct? Oh, I would also need to write something to correct stretched normal maps as well, I suppose. Anyways, My over all goal is to use Unity's new 2D animation system with the new 2D light system. The addition of dynamic lighting and normal maps has been a game-changer in my prototypes.
Hi @rustum is there any way now to stretch a sprite skin? I'm using it for a cable with two endpoints, and a CCD solver to move one of the points and make the rest follow along. It would make it easier to use if I could stretch it slightly and the bone structure would stretch equally and to certain limits. I guess I can move each bone of the chain to make it stretch, but it would be nice if it was dynamic. Any way to make this with code or using a feature I haven't yet found? This might even be usable for rope physics without any extra assets, but I'm not sure.