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Messages - Marble

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1
Releases / Re: 2D Toolkit 1.75 beta 3
« on: June 12, 2012, 07:06:00 am »
Is autofill with missing frames supposed to add only 4 frames to a clip at a time?  I can press it a bunch and it'll eventually get them all, but I thought it was more likely a bug.

I've attached a project.

1) Click on Animation/WalkAnimation
2) Click AutoFill
3) Click AutoFill again

Note that it only adds 4 frames of the whole walking animation (13 frames) every time you autofill.

2
Releases / Re: 2D Toolkit 1.75 beta 2
« on: June 11, 2012, 08:56:12 pm »
I've made it so it'll ignore up to 10 missing frames. Shouldn't change existing behavior at all, and should solve your problem.

Thank you so tremendously much.  Even if no one else ever uses this feature, you've just kept this human being from imminent blindness.  I think you can now officially advertise, "2dtk saves lives!"

3
Releases / Re: 2D Toolkit 1.75 beta 2
« on: June 11, 2012, 10:17:40 am »
Great!  I was looking forward to you spending some time on the animation editor.  I'm still hoping for one little feature in that department that would save enormous time:

I have a series of sprites rendered out as mysprite0000 through mysprite0060, but in Unity I've only chosen every third sprite for my collection because the animation is smooth enough at my frame rate.  Problem is, I can't use autofill to set up my animation because 2dtk doesn't recognize that mysprite0003 should go after mysprite0000 even though there's nothing in between.  They're even right next to each other in the collection list.  So I've got to choose 20 sprite frames from a pulldown menu one at a time.  It does try one's patience.

4
Support / Re: Collisions
« on: May 05, 2012, 11:37:07 pm »
I don't know how good or bad a practice this is, but since kinematic rigidbodies seem to only trigger when their transforms are updated (even if not "sleeping" and the geometry is 'moving' as part of the animation), you can just do something like:

Code: [Select]
if( spriteAnimation.isPlaying() ) transform.position = transform.position;

 :P

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