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Question Top Down Character

Discussion in '2D' started by fedeprete, May 16, 2023.

  1. fedeprete

    fedeprete

    Joined:
    May 5, 2023
    Posts:
    2
    Hi guys,
    I'm trying to create a character using different views (front, back, side..) in separate files, all animated with their own skeleton.
    Unfortunately I don't know how to use several character models in one.

    Can anyone help me?
    I hope I was clear.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    39,571
    This is posted in 2D but you are referring to models. Models typically imply 3D.

    How to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, log output, variable values, and especially any errors you see
    - links to documentation you used to cross-check your work (CRITICAL!!!)

    You may edit your post above.

    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    I suggest you go find a tutorial to show you how to do whatever it is you contemplate.

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
  3. fedeprete

    fedeprete

    Joined:
    May 5, 2023
    Posts:
    2
    Thanks for the tip, but I'm working in 2.5d so I think this is the right place.

    I've seen many tutorials about it, but none that solved my problem.

    What I'm trying to do is create a 2D Bone Animation in multiple directions.
    To do this I would like to be able to use different objects, each with its own Skeleton.

    Is it clearer that way?
     
  4. calaquende

    calaquende

    Joined:
    Nov 28, 2021
    Posts:
    6
    Hi! I'm working on the same thing and I have to say, the process is super tedious (but I have a pretty complex character, so maybe it's just me). Here is an overly simplified overview of the process:

    1) Create 4 different sprite libraries for each direction.
    2) Write a script that changes the sprite library based on the direction the character is facing. For example, when a player hits the right arrow key, not only does it activate the right-facing animation, but it also switches to the sprite library that contains all the right-facing sprites.
    3) When creating the rigs, make sure the naming of the bones is consistent for all 4 directions.
    4) When creating the animations, there is no easy way to just swap the skeletal rig as far as I know. So you'll have to manually update the position and rotation values of each bone in the animation. What I did to make sure that it was precise, I put both the front-facing and right-facing sprites into the scene at the exact same position. Then I copied the Transform properties from the bones in the right-facing sprite:

    upload_2023-5-17_1-40-26.png

    And pasted them into the Transform properties in the animation:

    upload_2023-5-17_1-41-27.png

    5) For each animation, you'll have to also update the sorting order for each sprite. This may not apply to you depending on the complexity of your sprite.

    upload_2023-5-17_1-42-59.png

    Honestly if your game is simple enough, it might just be easier to do the frame-by-frame. The reason I'm trying so hard to get this right on my end is because my game will have a lot of character customization options, so it definitely doesn't make sense to do frame-by-frame for that.

    I hope this helps to at least get you started, but definitely feel free to DM me or post here with additional questions! This has been a HUGE struggle for me, so I'm happy to help others going through the same thing XD
     
    Xiangting_Su likes this.