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viniciusgerevini avatar viniciusgerevini commented on June 3, 2024 2

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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TheOrioli avatar TheOrioli commented on June 3, 2024 1

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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viniciusgerevini avatar viniciusgerevini commented on June 3, 2024

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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TheOrioli avatar TheOrioli commented on June 3, 2024

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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viniciusgerevini avatar viniciusgerevini commented on June 3, 2024

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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tavurth avatar tavurth commented on June 3, 2024

+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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viniciusgerevini avatar viniciusgerevini commented on June 3, 2024

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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