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Unity Tiny frame-by-frame animation

Discussion in 'Project Tiny' started by andrey_litvin, Dec 22, 2021.

  1. andrey_litvin

    andrey_litvin

    Joined:
    Jul 1, 2021
    Posts:
    7
    Why in project Unity Tiny does not work frame-by-frame animation created in the Unity? But the usual animations with movement work.
    So I understand that there are some limitations, but it's just frame-by-frame animation.
     
  2. GilCat

    GilCat

    Joined:
    Sep 21, 2013
    Posts:
    676
    What do you mean frame by frame animation? The latest version has support for skinned mesh renderer with animations and also blendshapes.
    The documentation is sadly none about the details of that. But you can inspect the related packages for a better understanding of how it works and even extend it yourself.
     
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  3. andrey_litvin

    andrey_litvin

    Joined:
    Jul 1, 2021
    Posts:
    7
    I have a set of pictures that form an animation. And they have to change over time to get the animation. The Unity animation is displayed correctly. But in the assembly (for the web) sprites do not change.
     
  4. GilCat

    GilCat

    Joined:
    Sep 21, 2013
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    The way it should work to create an animated sprite is by creating an animation (using unity legacy animation tool) that changes the sprite field over time, and then use that on the "TinyAnimationAuthoring" component.
    The problem is that there is no binding implemented for that and you will see a warning upon conversion:
    Code (CSharp):
    1. Warning: Tiny Animation doesn't know how to handle binding to: "SpriteRenderer.m_Sprite". You can help it by declaring a remap manually in a conversion system using BindingStore.CreateBindingNameRemap(). Make sure your conversion system is tagged with [UpdateInGroup(typeof(GameObjectDeclareReferencedObjectsGroup))]
    Apparently you can create a conversion system that handles that specific binding. I haven't tried to create such kind of systems but if you have the time you can dig into the source and examples in there to achieve what you want.
    Once I have time and if Unity hasn't done it by then I will see what can be done regarding that.
     
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  5. andrey_litvin

    andrey_litvin

    Joined:
    Jul 1, 2021
    Posts:
    7
    Thanks. I have also considered a similar option, but have not yet been able to achieve the desired result. Implementation, in my opinion, is not very clear (