Software for animation and sprite sheet generation - animation

Is there a software for making a sprite animation and produsing a sprite sheet?
Working fith photoshop's layers is very annoying for each frame...

sure there is, Sprite Animation Sowtware allows you to create animation using static textures and save it as a sprite sheet or .gif animation. See the details in http://spritetools.com/

Related

Is it possible to control the frame of an animated mesh (Collada) with a slider in three.js

I want to achieve something using three.js and I wonder if it can be done.
Is there something in three.js that can allow me to control the frame of an animated Collada mesh with a slider. For example if you move up the slider it would open a door an if you pull it down it will close.
In other way, can I have control over the frame of the animation of my imported Collada object.
Thanks a lot!

Unity Image Component for 2D Animation

I'm developing a 2D game in Unity (Version 5.1.2) which has an animation.
The animation is generated by flipping through the sprites in the sprite sheet.
My problem is that the animation is playing as it should in the "Scene View" but not in "Game View".
I normally create animations by using the sprite editor and then drag & drop all the sprites on the screen (Scene View).
It creates a Sprite Renderer to switch the sprites but I would like the Image Component to flip through the sprites. It seems like only sprites in the Image Component is being displayed in the "Game View".
Is there any way I can get some assistance on this please.
Its really strange that you are only seeing that in your Scene View. If the animation is your default animation? Otherwise, make sure that you are sending the right parameters to your animator. A good way to test it is opening your Animator windows, checking all transitions, and manually filling the parameters to see how it works wile the game is running. Also, check if the transitions between animations has exit times and transition durations, and disable them.

Texture packer and 2d game sprite sheet creation

I am currently developing a game using Unity3d , my designer gave me a bunch of images created by After-Effect which should display the character animations,
every animation have it's own pack of sprites,but my game got too slow because of the amount of images to be loaded , so i decided to use texture packer to reduce the amount of images and to create only one sprite sheet with type multiple containing all the images of my animation ,but my problem is this :
after creating the sprite sheet the animation start to have a weird behavior and does not animate correctly, images start to overlap and do not animate in the same speed despite the fact that before, the animation was working fine but heavy on my app .
the animation is done on 30fps
how i created the spritesheet :
I only imported all my assets for every animation into texture packer and export it into png file with a dimension of:4096x4096
Try to use Simple Sprite Packer plugin next time, and don't forget to compress your .pngs.

Unity 3d show specific frame of animation

I'm trying new unity 3d options for 2d games. I'm trying to create background that changes depending on actions i made. So if i press button one i get sprite one as background and if two i get sprite two. Since I have 32 options, I figure out the best way would be to have an Animator, that changes frame depending on button click. So i created animator and animation. But the problem is I can't set time to where to stop animation to show selected frame.
I'm trying like that:
Animator ani=background.GetComponent<Animator>();
ani.animation["field_back_anim"].time=0.5f;
ani.speed=0;
But it fails at second line with that error:
MissingComponentException: There is no 'Animation' attached to the "background" game object, but a script is trying to access it.
You probably need to add a Animation to the game object "background". Or your script needs to check if the component is attached before using it.
However if I do no code the animation just plays trough all 16 frames. So i gues there is animation after all.
On the background GameObject I have 2 components first is sprite renderer and second is animator. When I open animator in Animator view i see there green rectangle saying Any state and yellow one with "field_back_anim". I don't get what i'm doing wrong.
I will also except any other solution that does the following.
Thanks!
The animator component is used to control transition between many animation clips. If you're going to playing an animation clip on a gameobject, an animation component is proper, not the animator. Remove the animator and add an animation component to your background gameobject in the inspector. If you set animation property to field_back_anim, your gameobject will animate well. Manipulation codes should be changed like below.
Animation ani = background.GetComponent<Animation>();
ani["field_back_anim"].time = 0.5f;
ani["field_back_anim"].speed = 0;

Combine sprite animation with path movement with CALayer

In Monotouch, I need to create a basic animation of an image moving along a path while animating it's image content with a sprite sheet or replacing the content CGImage, everything i try i can't combine both animations. I tried subclassing the CALayer and animate custom properties or combine animations in group nothing seems to work. What's the best way to produce this kind of animation?
To get a smooth animation, you want to think of what CAlayers represent: they are a handle to a texture that live in the GPU space. To get smooth animation you can control a few of their properties, but arbitrary changes like rendering the data again wont work fine.
What you should do is put all of your images in the sprite sheet, and then animate the ContentsRect property of the CALayer.

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