-
-
Notifications
You must be signed in to change notification settings - Fork 32
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Root motion #17
Comments
I've done it easily by changing the Settings and exposing a bool rootMotion and dealing with it after the pivot being set in the Spritesheet. However, for walks, interact, climb and anyother thing in contact with the floor we use constant AnimationCurve and for jumps we use Auto AnimationCurve. |
Another problem I have is that I forked the repository and tried to use the last version on my project to make the changes directly on the last version to open Pull Request later. However, I got a few errors when trying to copy the Plugins folder to my project but I got a few errors and had to use the last unitypackage. So, the changes I made do not apply to the current version. As soon as I get it working on the latest repo version I'll link my fork over here if anyone else want to check/test and propose improvements. |
I've loved this Aseprite importer and it solve most of my problem with the adition of a few I didn't have.
Unfortunatelly, my project has a very fine pixel tuned animation based on root motion. So, I would need to add transformation to the root motion translating the pivot position change into the animation. I have no problem in doing this as a last pass on the animation. However, if I try to add the translation on the imported animations it starts to behave oddly changing the sprite in some of the keyframes for the animation.
Is there anyway to set that in aseprite or add it later somehow?
If you could guide me through the code, I may be able to write this transformation based on the pivot change in a given loop myself.
The text was updated successfully, but these errors were encountered: