Comments (7)
Alright! This feature is available now in Godot's asset library on Aseprite Wizard version 4.0.0. Thanks for your suggestions and contributions.
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I've made a plugin of my own now https://github.com/KikimoraGames/godot_animationplayer_spriteframes_helper specifically to help me out with adding SpriteFrames data to an AnimationPlayer.
It should be possible to use the existing SpriteFrames you generate and create animations that can be imported into an AnimationPlayer. The only limitation would be that the users would need to use an AnimatedSprite, since I'm not sure you can easily access the internal SpriteFrames AtlasTexture to use in a regular Sprite node.
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Thanks @furroy . That's correct. The scope of this plugin is AnimatedSprites only, and by including AnimationPlayer I would be just reimplementing something that already exists in the plugin you linked.
Some people do use aseprite-wizard in conjunction with this other plugin though. In fact, the option to not generate the resource was requested exactly for this use-case. You can use aseprite-wizard to generated the spritesheet and json, and use the other importer to transform it into an AnimationPlayer.
One thing I'm curious is what is the benefit of using AnimationPlayer instead of AnimatedSprites? I mean, I know what's the use case for using AnimationPlayers, but in the context of Aseprite importing, what does it provide that a simple AnimatedSprite doesn't?
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One thing I'm curious is what is the benefit of using AnimationPlayer instead of AnimatedSprites? I mean, I know what's the use case for using AnimationPlayers, but in the context of Aseprite importing, what does it provide that a simple AnimatedSprite doesn't?
I can only speak for my use case, but the key benefit is being able to sync other animations to the sprite animation easily. In my example, I'm triggering sound effects, particles and collisions.
Currently the AnimationPlayer animation track can control and play other AnimationPlayer's animations and show their duration, but it cannot do the same for an AnimatedSprite.
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Thanks @TheOrioli . It makes sense. That's also the use case I know. I guess the only way to achieve a similar behavior would be using AnimatedSprite's signals, but that sure add complexity and it's not as straight forward.
I'll give AnimationPlayer a try in the coming weeks, but the structure is very different from SpriteFrames, so it might be the case it doesn't fit this plugin. I was with the impression that the other importer linked here already did the trick, but by looking in their README it seems there is still a fair amount of manual process involved.
I'll let you know when I have some progress.
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+1 for this, my purpose would be to use the AnimationTree
which currently relies on having the animations setup individually in an AnimationPlayer
.
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Heyo! I implemented this as a new feature in #44 . Feel free to pick the code from the branch animation_player_support
to test it yourselves if you wish.
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Related Issues (20)
- Use the EditorFileDialog instead of FileDialog HOT 3
- Command not found on Mac HOT 4
- Possibility to import sprites without an AnimationPlayer in the inspector HOT 3
- Possibility to choose multiple specific layers for import. HOT 2
- Import animations unrelated properties HOT 2
- Workaround for loss of Trim feature? HOT 10
- "InspectorDock" shadows a native class Godot 3.6 beta4 HOT 3
- make import defaults affect the import settings in `Sprite2D` props HOT 2
- "Do not create resource file" option in Aseprite Wizard window is not applied
- Forward slash in imported animation name can't be renamed HOT 1
- Automatically import all sprites in my project in one go HOT 10
- Add a way to import an aseprite image as split layers HOT 2
- Outdated message displayed when Aseprite command could not be executed HOT 4
- Crash on exit on macOS HOT 3
- Resource file not found HOT 3
- Texutre filter should be an option instead of only overwriting to "nearest" by default HOT 1
- Changes to import fields on a node are discarded when navigating away without clicking Import HOT 1
- Confusing behavior of Output File Name field HOT 1
- Loop settings are removed from project file since 7.4.0 HOT 2
- Drag-n-Drop aseprite files? HOT 9
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