Thank you so much for this! I've been needing to tackle this for my own game but the entire process was so daunting. You presented it in such a quick and easy to understand way!
@NotSlot
3 жыл бұрын
Thank you! 💜
@bradleysmith1839
2 жыл бұрын
I can't seem to find the section to add categories on a sprite in the visibility tab within the skinning editor. I'm in version 2021.2.0f1, suspect this might have been taken out.
@musicrocks0138
26 күн бұрын
I think now you need to use a sprite library asset and attach the component to the root object of the model
@alejmc
3 жыл бұрын
Wow, these are so nicely packed tidbits of features, glad to have discovered them. Just the sprite resolver and sprite library is already worth it for anything: “chest, damaged chest, destroyed chest” labels maybe. I’m usually hand crafting scripts here and there for handling exactly this when it has been there all along.
@NotSlot
3 жыл бұрын
Glad it helped!
@mmonft6842
11 ай бұрын
Thanks very much this was super helpful. I am having an issue with the resolver misaligning some of the same body parts that are different sizes. Your video shows the heads as differents sizes also, wonder how you got that working correctly
@50pointsomethin
3 жыл бұрын
This video is dope...awaiting video 3... please also make a video for best practices while animating humanoid rigs...for example run, jump and fall animations is there an origin point to be considered or should i move the rig in animation to cover the height
@NotSlot
3 жыл бұрын
Thank you so much! 😊 We will think about it..
@50pointsomethin
3 жыл бұрын
lovely series.please release tutorial 3 can hardly wait now
@NotSlot
3 жыл бұрын
Thanks! 🙏 Hoping to upload as soon as we can
@beardedghinzu
2 жыл бұрын
am i doing something wrong? i have created manually sprite libbrary and sprite resolver shows on and off sprite lower then it is and bones do not affect them (there is no possibility to create categories autimaticly in new versions, but manually created duplicates sprites)
@ArtistMuthuKumar.r8.8.50
2 жыл бұрын
can we do lip sync using this bone animation in unity for a short video using in game...?? because i am doing my personal game project.. in that i want to add human character lip sync animation with audio for my game. i just saw your video that's why i ask for tutorial... can we do all the animation with audio sync in unity..? or we have to get the human character lip sync with audio from 3rd part software like after effects,
@michalh66
3 жыл бұрын
Thanks for the helpful tutorial. I have a problem and maybe you will know the cause. I created the character just like in the video, without adding my own, Sprite Library Asset, just like in the video by converting groups to categories. Then I deleted a few layers in the psd file. I get the error message "Label x renamed to x_1 due to hash clash" despite updating the layers / categories in Skinning Editor. Sprite Library Asset included in the psd file is gray, inactive for editing. How can I get rid of empty categories after deleted layers?
@ukii261
2 жыл бұрын
Thanks, helped me a lot!
@NotSlot
2 жыл бұрын
🙏
@maythesciencebewithyou
2 жыл бұрын
thank you for this
@trell_7842
3 жыл бұрын
Thanks. The video helped me a lot !!!!
@NotSlot
3 жыл бұрын
Glad to hear that! 🤗
@alex2d324
3 жыл бұрын
Thank you for your tutorials! But there are questions - it is not clear where you copied the rig. -You haven't changed the PSB file already open in the sprite editor In general, there are the most questions and problems with this copying of the rig - there are a lot of restrictions that prevent copying the rig, but the animation package will not display any warnings or explanations. -Just nothing happens when you try to copy. The situation is worse only with an attempt to re-import the graphics modified by the artist. My impression - The 2D animation package is extremely "raw". And developers are not going to listen to users and change in their (erroneous) decisions. P.S. sorry for google translate
@NotSlot
3 жыл бұрын
Sometimes Unity has problems with coping rigs when one of the PSB has different Sprites names (or, in this case, extra Sprites). The 2D animation package is improving with each version, and in Unity 2021 (package v6.0), we are expected to get some improvements... we can only hope problems like this will be eventually fixed. For now, I recommend copy-pasting only the rig's bones (by unticking the mesh checkbox) and adding the meshes manually.
@stibaer573
3 жыл бұрын
Label isn't shown to me in Unity 2021.1.14f1. So I can't do the step shown at 2:09 Any suggestions how to solve this would be appreciated.
@sanketvaria9734
2 жыл бұрын
But what if the animation is a sprite animation and not rigged animation?
@SkaOArts
3 жыл бұрын
Few things bothered me. First it doesn´t help me in my case ,cause i had just an png file and the steps are different. Your set the pdf file as an requirement. Second there was a skip from rigging to geometry. Does the bone magically know wich bodypart belongs to? Explain it. But overall it was ok.
@NotSlot
3 жыл бұрын
The process of adding the bones, creating the geometry, etc, is the same for a png. Simply open the png's sprite editor and follow as instructed in the vid. As for assigning the bones to the sprites: we used auto geometry to create the geometry and assigned the bones to it automatically.
3 жыл бұрын
Very nice video, short and to the point! One question, since I haven't worked much with 2D myself, can you do weight paint differently on the different sprites for body parts once you have set up the slots? Like, can you have e.g. a tunic that stretches down towards the knees which replaces a shirt that ends at the hip?
@NotSlot
3 жыл бұрын
Thank you! 🙏 Yes, you can weight paint differently on the different Sprites. You can even add new bones to only control the Sprites of a specific skin.
3 жыл бұрын
@@NotSlot ok, extra bones for skins is really cool! You should really do a video on that, expanding on this with a part 3! All this sort of passed under the radar for me, being more comfortable in 3D :) But with all these cool features, even I start feeling compelled to try out 2D
@Morra812
3 жыл бұрын
Wonderful video series, thank you! Would this method shown be the optimal way to do facial animation and changes? For instance, blinking, different mouth shapes/expressions? Is swapping our facial expression "skin" in the sprite resolver something we would do when authoring animations?
@NotSlot
3 жыл бұрын
Thanks 😊, Yes you can use skins to create different expressions. However I would prefer the other way, which is to hide the different sprites (mouth shapes for example) and reveal the relevant one in an animation.
@Morra812
3 жыл бұрын
@@NotSlot Thank you for the response! Still very much wrapping my head around unity. Toggling sprite visibility makes much more sense.
@scbunn
3 жыл бұрын
When I look at the skinning editor I have no category header. Do I need to add the sprite library manually? Using a PSB with layers
@NotSlot
3 жыл бұрын
You are probably using a newer version of the 2D animation package... Unity has made some changes, and now we will need to add the sprite library manually, create inside it the different Categories and assign Sprites to Labels. Be sure to add the Sprite Library component to the character's root and the Sprite Resolver component to a body part to sprite swap.
@aleksandramisic3940
3 жыл бұрын
Great video! I have a problem that my sprites in one category do not remain in the same position as in the PSB file. If they are different sizes they will all move in the same center and I want them to look as in the PSB file. Is there a setting I'm missing?
@NotSlot
3 жыл бұрын
Are these sprites placed at the same position at the PSB? Unity may "fix" the position of sprites under the same category if they are placed far from each other...
@aleksandramisic3940
3 жыл бұрын
@@NotSlot They overlap in the PSB, but they are not the same size. For example different styles of hair, just like in the video. When I swap them, they are all placed in the same center for the group which is not like in my PSB :/
@kenlloydbillones8959
3 жыл бұрын
Thank you for your tutorial, I have a question, What if I will add another sprite or some parts of the character for more customization options later. Should I do it again from the start? Like I'll go to photoshop and add the desired sprite in there and repeat the same process over and over every time I add a new design?
@NotSlot
3 жыл бұрын
You can add other parts at any time. Of course, for any new sprite, you will have to create geometry and associate bones. The beauty of using a PSB format is the option to edit it easily.
@kenlloydbillones8959
3 жыл бұрын
@@NotSlot ohhh I see, Thank you so much! Your tutorial is much better. I'll try this out.
@kenlloydbillones8959
3 жыл бұрын
@@NotSlot Hi again! I'm having a little problem about my main question. How can I update the sprites on my character? if I update something will I go the same process from creating geometry and making bones? I ended up creating another psb then doing the same thing again it's so time consuming... :c
@NotSlot
3 жыл бұрын
You can open and edit a PSB file just like a PSD file. Drag your PSB file to photoshop and add/change any layer you want. As I mentioned before, you will need to add geometry to the new Sprite layers you create, but you won't need to redo that process to any Sprite created earlier, and the bones you had made before won't be deleted.
@VindorableTV
3 жыл бұрын
Do you have to re-weight and adjust it for every individual skin?
@NotSlot
3 жыл бұрын
Unfortunately for now yes.... We hope Unity will change that in future versions.
@eeer2654
3 жыл бұрын
Can you swap skins of a skeletal animation sprite from Dragonebones Pro into Unity 2d?
@NotSlot
3 жыл бұрын
As far as I know, it can’t, but I have not tested it.
@youelad
2 жыл бұрын
את עושה גם תלת מימד?
@jmunozve
2 жыл бұрын
Nice Voice...
@TiretVideos
3 жыл бұрын
ישראל?
@buckaroobanzai2806
2 жыл бұрын
Nice tutorial, but it gets on my nerves that everyone assumes everyone can afford Photoshop and doesn't explain the alternative approaches. Just saying create this and that doesn't explain the whole workflow.
@ChuckiBinner
3 жыл бұрын
Great tutorials, thanks! I have a few questions, 1. How does it work when you want to change something in the PSB file, add an element, piece of clothing etc ? 2. how can you add a moving part like a cats tail, or a piece of hair, a pony tail, moving coat or something like that, that can use spring bones? 3. how does the PSB work in the game ? doesn't it weigh a lot ? 4. what PSB file size can I use so it won't be a big sprite atlas, & that the images wont be pixalated in unity & how much can I rescale the character in unity ? Thanks.
@NotSlot
3 жыл бұрын
1. You can edit a PSB file at any time by opening it in Photoshop. To any new element added, you will need to create geometry and assign bones. Editing the PSB file is safe and will not delete any geometry or bones you had created before. 2. Parts such as tail/ponytail/chain can be animated using multiple bones, which you can either move one by one or use an IK (see the chain option at the IK manager). 3. Unity converts it to a texture on build. Therefore it's like any other format. 4. It depends on the specifics of your game...
@ChuckiBinner
3 жыл бұрын
@@NotSlot Ok, thanks for the reply. I saw Unity released the Lost Crypt project, showing how the create the Sara character. inside the project you can see that the pony tail is separated from the main PSB. Do you happen to know how they rigged it together ?
@NotSlot
3 жыл бұрын
You can use a prefab to combine different PSB to create one character. As for the Lost Crypt case, the ponytail is controlled by 2D physics and placed in a separate child GameObject.
@ChuckiBinner
3 жыл бұрын
@@NotSlotThanks, I'm still trying to figure it out, do you happen to know what kind of 2D physics & how to create it ? I'm guessing it's got something to do with the character controller 2D script on the "Sara Variant" prefab. It's just that, I'm trying to create the same kind of animation with my character's hair...
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