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Messages - Nikolasio

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Support / Animation workflow for customised character
« on: September 20, 2017, 05:12:27 pm »
Hi,

Let's say that I have 3 animations for a character.
Depending on how the character is customised (weapon, hat, skin etc.) in the intro scene,
one of the three animations will be loaded in the game scene.

In the features is mentioned that you could add a weapon to the player's hand.  Is that on runtime?
What is the best workflow for the customisation before animation? Any tips?

Cheers,
Nikola
   

2
Support / Re: Mixing Unity 2D Animation with 2D Toolkit
« on: November 16, 2016, 11:10:48 am »
Thx for the info!

Grtz
Nikola

3
Support / Re: Mixing Unity 2D Animation with 2D Toolkit
« on: November 07, 2016, 04:32:21 pm »
Hi @unikronsoftware,

I’m planning to use the puppet2d skeleton animation tool on 2dtk Sprite Characters.
There are 2 main ways to go in puppet2d: 1) parenting sprites the bones and 2) converting sprites to meshes and bind them to the bones. 
And then, with the controls layer from puppet2d, the sprites are very easy to animate in the Unity 2D animation.

If you say that animating the sprites themselves will not work, in this case, do you mean by that that converting the sprites to meshes and make deformations will not work?
It seems that parenting the sprites to the bones seems the way to go then, as only scale, rotation and position from the controls will be animated. Is that so?
EDIT: the controls and bones are not 2dtk sprites, so will that cause any problems? 

As the 2dt camera is already set up for different screen resolutions, will puppet2d animations on 2dtk sprites display correctly in all resolutions?

Thanks in advance,
Cheers
Nikola

 

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