I do not understand the purpose of tools like TexturePacker. Single PNG files are small. Combine them to a huge file brings no advantages. No need to save some bytes with special compression algorithms for images.... choosing optimized compression algorithms for audio is a better way to reduce data
I do not understand the purpose of tools like TexturePacker. Single PNG files are small. Combine them to a huge file brings no advantages. No need to save some bytes with special compression algorithms for images.... choosing optimized compression algorithms for audio is a better way to reduce data
A'llo, welcome to the Visionaire Studio community.Thanks for the welcome, and your information. That sounds reasonable, and I already was able to add my walking cycles using 8 single sprites - works great. I bought Spriter, and had a licence of Texturepacker long before starting coding with Unity - they implemented their own packing to sprite atlas' this year (?). But I have avoided Spine so far because of the price (it's at $ 69,99 atm).
You have 3 choices for animations.
I do not understand the purpose of tools like TexturePacker. Single PNG files are small. Combine them to a huge file brings no advantages. No need to save some bytes with special compression algorithms for images.... choosing optimized compression algorithms for audio is a better way to reduce dataWhen coding for iOS or Android, you must creature texture atlasses because the current graphics chips are optimized for images in 2048x2048 or 4096x4096, and heavily reduce draw calls when drawing a lot of sprites. In Unity, I always put as many sprites of a level into one png as possible to
by joerg-burbach Friday, 30. December, 17:48Aye, the $69.99 license for Spine is only for the basic essentials edition which is just the basics. It's about $300 for the pro edition with the meshes/mesh warping & kinetic stuff amongst other things. It's way too pricey for me. Hell, I paid $99 for Articy Draft + articy 2 dlc during one of the Steam sales & that was too expensive for me too, but I wanted something decent for planning stuff with rather than relying on cloud mapping apps, online task managers & open office - too many things for me to keep track of.
Thanks for the welcome, and your information. That sounds reasonable, and I already was able to add my walking cycles using 8 single sprites - works great. I bought Spriter, and had a licence of Texturepacker long before starting coding with Unity - they implemented their own packing to sprite atlas' this year (?). But I have avoided Spine so far because of the price (it's at $ 69,99 atm).
What about Anime Studio (Moho)? This is one of the most popular Animation tools....
http://my.smithmicro.com/anime-studio-2D-animation-software....
But I think: as long as Visionaire is not able to handle key frame animations, the import of various animation file formats is not worth discussing.Isn't that the point of the Spine runtime library? Technically VS already has keyframe animation built into the regular animations as you can select a frame, click on the edit button & from that apply a sound fx or add some custom action parts or Lua script to it - at least I believe in a way that, that's similar to how keyframe works, no? I've messed around with Adobe After Effects before & that uses keyframes & all that did as far as I remember was to allow me to adjust parameters & trigger new things/kill existing things, etc.
PS: It seems there is an universal exchange file format for 2D and 3D animations named fbx:
https://www.youtube.com/watch?v=8XZ3S6ZGrsw