PowerSpriteAnimator Power Sprite Animator Manual

PowerSpriteAnimator-Manual

PowerSpriteAnimator-Manual

PowerSpriteAnimator-Manual

PowerSpriteAnimator-Manual

PowerSpriteAnimator-Manual

User Manual:

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POWERSPRITE ANIMATOR
Version 1.5

OVERVIEW

Editor Overview Video (Youtube) | Scripting Example Video (Youtube) | Unity Forum Thread

QUICK START
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Open editor by clicking Window -> PowerSprite Animator on the taskbar
Create a new animation in the normal way you do in unity. I click Create ->Animation in the project.
Insert on frames by dragging sprites over the timeline
Delete sprites/events by selecting them and pressing delete on keyboard

The editor is designed to be super simple to use, drag and drop interface, you shouldn’t have too much trouble!

KEYBOARD SHORTCUTS
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Space – Toggle Play/Pause
Left/Right arrows, select next/previous frame
Delete – Delete selected frames/events/nodes
Ctrl-A – Select All frames (if an event is selected it will select all events)
Ctrl-D – Duplicate selected Frame/Events
Ctrl-C – Copy selected Frames/Events
Ctrl-V – Paste Frames/Events on timeline
Ctrl (While dragging sprites to timeline)- replace existing frames.

OPENING AN ANIMATION
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Open the Animator- On the taskbar click Window -> PowerSprite Animator.
Create a new animation by right clicking in the project -> Create -> Animation
Or, find an existing animation in your project window and select it

EDITING AN ANIMATION
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Insert Frames- To insert frames, simply drag one or more sprites from the project window to the timeline.
A blue bar indicates where they will be inserted in an existing animation.
Replace Frames- Hold Ctrl while inserting sprites to replace existing frames
Zoom/Pan- Use the mouse wheel to zoom, and right or middle mouse button to pan around either the
Preview or the Timeline.
Select Frames- Click on a frame in the timeline, or click and drag to select multiple frames.
Hold Ctrl or Shift to select multiple frames/Events. Ctrl-A selects all.
Delete Frames- Select frames, and press delete on your keyboard. Alternatively, select frames in the lit,
and click the – symbol
Re-order frames- Select one or more frames then drag them to reorder, new position is indicated with a
blue bar.
Frame duration- Click and drag the line between frames to shorten/lengthen. Alternatively type in the
desired length in the list view. If multiple frames are selected, they can be resized together.
Animation Info:
 Sample Rate- Frames and event times are snapped to the current sample rate, increase this for
greater flexibility. It’s equivalent to “Frame Rate” in unity’s animation editor.
 Length (sec)- Quickly speed up/slow down your animation. This option adjusts the animation’s
frame rate to get your animation to match a certain length in seconds.
 Looping – Whether the animation is set to loop
 Animated Sprite Type- Choose whether the animation is for a SpriteRenderer or a UI Image

ANIMATION EVENTS
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Animation Events are messages that unity sends to a game object at a certain time in an animation. They’re
super useful for things like playing sounds, spawning effects, or synchronizing things with your animations.
Events live on the event timeline below the frame timeline.
Creating Events
a. Double click on event bar to create an event.
b. Type the function name of the event- This function will be called in a component on the game object
that plays the animation.
c. Select optional parameter from the dropdown box.
Event options:
a. Require Receiver- if ticked, you will get an error if the event isn’t received (if there’s no function of
that name in a component of the object playing the animation)
b. Add ‘Anim’ Prefix- This is handy if you like to have a standard prefix on event functions so that you
can tell easily in where they are called from. If ticked, you need to add “Anim” to the start of your
function. (Eg, an event called PlaySound requires a function called void AnimPlaySound() )
c. Send Upwards (EXPERIMENTAL)- Usually an event message is sent to the GameObject that’s
playing the animation. Sometimes it’s nice to have the animating sprite be a child of the object that
has all the scripts.
If this is ticked, the event will be sent upwards from the sprite objects to its parent game object.
This requires either the sprite to have a SpriteAnim, or SpriteAnimEventHandler component. (it’s
also less efficient than a normal animation event)

ANIMATION NODES
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Animation Nodes let you define positional points on frames of your animation.
Use them to attach things to your sprites!
Editing nodes:
a. Double click on the preview to add a node, drag it around to position it.
b. You can rotate the selected node too if it needs an angle. (Hold Ctrl/command to snap)
c. TIP: When doing a lot of frames use the left/right arrow keys to skip through frames while you
tweak the positions.
Reading node position/angle
a. Add the SpriteAnimNodes component to your animated sprite object
b. In the scripts you get a nodes position or rotation by its ID (there are up to 10)
c. There’s really just 2 functions to use:
/// Returns the position in world space of the specified node
public Vector3 GetPosition(int nodeId)
/// Returns the rotation angle in world space of the specified node
public float GetAngle(int nodeId)

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Example scripts:
a. Here’s a quick example script to attach a child object (a hat) to node 0:
void LateUpdate()
{
SpriteAnimNodes nodes = GetComponent();
transform.FindChild("Hat").position = nodes.GetPosition(0);
}

b. And here’s an example of a function that also sets rotation, and handles the character being flipped:
void LateUpdate()
{
// Update 3 attachments
UpdateAttachment( transform.GetChild("Hat"), 0 );
UpdateAttachment( transform.GetChild("Gun"), 1 );
UpdateAttachment( transform.GetChild("Moustache"), 2 );
}
// Updates the position/angle of an attached transform to a node.
void UpdateAttachment( Transform attachment, int nodeId )
{
SpriteAnimNodes nodes = GetComponent();
attachment.position = nodes.GetPosition(nodeId);
float angle = nodes.GetAngle(nodeId);
// If this object is flipped, then un-flip the angle to compensate
if ( transform.lossyScale.x < 0 )
angle -= 180.0f;
attachment.eulerAngles = new Vector3(0,0,angle);
}

SPRITEANIM COMPONENT
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This is optional, you can use the PowerSprite Animation editor without it.
This component lets you play animations from script without the need to create a Mechanim Animator for
each object and State for each animation.
Check out this video for an example: https://www.youtube.com/watch?v=a2EzLTAym7U
It’s useful when the Animator is overkill and you just want to handle animating things in your scripts.
Here are the basic functions it supports, and there’s an example of use on the following page.
/// Plays the specified clip
public void Play(AnimationClip anim)
// Stops the clip by disabling the animator
public void Stop()
/// Pauses the animation. Call Resume to start again
public void Pause()
/// Resumes animation playback at previous speed
public void Resume()
/// True if an animation is currently playing (even if paused)
public bool Playing { get; }
/// Property for pausing or resuming the currently playing animation
public bool Paused { get; set; }
/// Property for setting the playback speed
public float Speed { get; set; }
/// Property for setting/getting the current playback time of the animation
public float Time { get; set; }
/// Property to get or set the the normalized time (between 0.0 to 1.0 from star
t to end of anim) of the currently playing clip
public float NormalizedTime { get; set; }
/// The currently playing animation clip
public AnimationClip Clip { get; }
/// The name of the currently playing animation clip
public string ClipName { get; }

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Here’s an example of a simple component that plays an animation and destroys itself. Pretty basic stuff, but
you get the idea…
To use it, you’d create a game object, add the Effect component, and drag an animation over “Animation”
field in the inspector.
using UnityEngine;
using System.Collections;
using PowerTools;
/// Plays an animation and then destroys itself
[RequireComponent(typeof(SpriteRenderer))]
[RequireComponent(typeof(SpriteAnim))]
public class Effect : MonoBehaviour
{
[SerializeField, Tooltip("The animation to play!")]
AnimationClip m_animation = null;
SpriteAnim m_spriteAnim = null;
// Use this for initialization
void Start ()
{
// Store the component so we don't have to get it every frame
m_spriteAnim = GetComponent();
// Play the animation
m_spriteAnim.Play(m_animation);
}
// Update is called once per frame
void Update ()
{
// If the animation has finished playing, destroy the object
if ( m_spriteAnim.Playing == false )
Destroy(gameObject);
}
}

VERSION HISTORY
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V1.5
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v1.4
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v1.3
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v1.2
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v1.1
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v1.0
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Added support for Unity 2017.1
 Known issue: When using TexturePacker in Unity 2017.1, the animation preview shows
edges of other sprites. (Animations work fine in-game)
Hold CTRL when dragging sprites to the timeline to replace existing sprites instead of inserting.
Fix: Pasting frames an anim to another empty anim no longer causes exception
Preview now handles non-centered sprite pivots
Added editor settings dropdown in side panel
Added ability to set default frame length and samples for new animations (in editor settings)
Nodes now positioned relative to sprite pivot.
 If you don’t want to use this (to avoid having to redo node positions), tick “ignore pivot” in
editor settings, and pass in “true” when you call GetPosition. Eg. GetPosition(0, true);
Changed way preview is rendered to support various sprite packing methods.
Added support for previewing polygon sprites (eg: using TexturePacker).
You can now edit animations containing packed sprites while game is playing.
Fix: SpriteAnimNodes::GetNodePosition() now takes sprite pivot and parent scale into account
Fix: SpriteAnim::NormalizedTime now returns correct result immediately after starting a new
animation
Fix: Node position/angles are now reset at the start of each animation
Added animation nodes functionality
New functionality in SpriteAnim component:
 Set current animation time.
 Set animation playback speed.
 Pause and resume animations.
Fixes to support Unity 5.6
Added support for UI Image animations
Can now Copy/Paste/Duplicate selected Frames and Events (with Ctrl-C,V,D respectively)
Added ability to select multiple Frames/Events by holding Ctrl or Shift when selecting
Added ability to “Select All” with Ctrl-A
Added ability to move back/forward through frames with left/right arrow keys
Events now reposition when editing frames to stay synced to corresponding frame
Added space at start of timeline to make it easier to click things at the beginning of an animation
Added editable Length field to allow quick adjustments to the animation speed (by adjusting the
frame rate)
When sprites are dragged to the timeline, they are now sorted into natural order (eg: Walk9.png
now comes before Walk10.png). Thanks to Fausto Cheder for this one!
Minor fixes to support Unity 5.5
Initial Release

SUPPORT
Unity Forums Thread - https://forum.unity3d.com/...
Email Dave - support@powerhoof.com

CREDITS
Made by Dave Lloyd @duzzondrums to help Barney @powerhoof add more sweet animations to our
games!
Check out our website to see the results: http://www.powerhoof.com
Demo sprites by Barney Cumming, from Regular Human Basketball
Thanks also to ex2d which we used for aaaages, and which inspired some of the layout.
©2017 Powerhoof Pty Ltd



Source Exif Data:
File Type                       : PDF
File Type Extension             : pdf
MIME Type                       : application/pdf
PDF Version                     : 1.5
Linearized                      : No
Page Count                      : 8
Language                        : en-US
Title                           : PowerSpriteAnimator
Author                          : Dave Lloyd
Creator                         : Microsoft® Word 2010
Create Date                     : 2017:08:09 20:40:16+10:00
Modify Date                     : 2017:08:09 20:40:16+10:00
Producer                        : Microsoft® Word 2010
EXIF Metadata provided by EXIF.tools

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