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2D Sprites - Animation reskinning and animator state machines reuse

Discussion in 'Assets and Asset Store' started by Mitrious, Mar 6, 2015.

?

Would you like that as an asset?

  1. Yes

    16 vote(s)
    94.1%
  2. No

    1 vote(s)
    5.9%
  1. Mitrious

    Mitrious

    Joined:
    Mar 17, 2013
    Posts:
    1
    Hey guys,

    I've been working on a 2D project in unity using some pixel art assets and one trouble I was having was how long it took to set up animations and state machines for my sprite sheets (even though I like their representation).

    So I made one editor extension to reskin animations, giving as input a list of animations and a Sprite object (that represents a multiple sprite) that contains the new "skin" I want to use in the animations. (The only limitation is that all frames in an animation must come from the same sprite sheet.
    Resking Screenshot.PNG
    I also made an editor extension to copy a state machine replacing its animations with animations of your choosing.
    Copy Animator Screenshot.PNG
    I was wondering whether this would be an asset people would be interested in. (I'm asking because to make it asset ready I'd have to add documentation, do more testing, etc.).

    Thanks for any feedback.
     
    MyFault likes this.
  2. mwillson

    mwillson

    Joined:
    Jul 1, 2015
    Posts:
    5
    Hey there,
    I'm kinda interested in this, but i'd like to know more about how it works, and that's tough for me to understand with just these two screencaps...any chance you could make a quick example video and post it? Or could you just explain more what exactly the big "convert" and "generate" buttons do? Thanks!
     
  3. MyFault

    MyFault

    Joined:
    Aug 15, 2012
    Posts:
    11
    Looks interesting but like mwilson said, I would love to see a quick vid to better understand it.

    I really love all the new stuff Unity has done in regards to sprites, but it does always feel wildly inefficient when working with it.