PowerSprite Animator - Edit your sprite animations in style

Community Showcases

PowerSprite Animator is a cracking fine tool for editing your sprite animations!

Asset Store Link |Video Overview

The goal of this tool is to make adding and editing sprite animations as quick and painless as possible. If you’re working on a project with animated sprites, this tool is for you! The editor provides asimple intuitive interface allowing you doadd/remove/reorder frames,edit timing and events, and get the feel of your animation just right.

With PowerSprite Animator, there’s no need to set up animation states and a GameObject just to edit a sprite animation. And if you prefer (like I do) you can evenavoid using mechanim animation states altogether by playing animations from your scripts! Check outthis video tutorial to see that in action.

Let me know in this thread if you have any questions, bugs to report, or feature requests!

SHOWCASE

Karate Basketball |MURDERCIDE 2017

Blasphemous |Peridium**
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7 Likes

Hi,
this look very good!
does it work with my already exist animation files?
what about performance?

thanks,

haim

Hi Haim,
Yes it will work with your existing unity animation files (assuming they are a animating a sprite). Support for animating GUI images is coming soon too.

In game performance will be exactly the same as before since it still uses unity’s animation system, just provides a nicer editor.

Hope that helps!

2 Likes

so how "avoid using mechanim animation states altogether" thing works?
any code sample?

Ah yes, there’s a component included that has functions to play animations, taking the animation as a parameter. Internally that works by using unity’s animation override controller, manually overriding a single state when you play an animation.

Here’s a video with an example of how to use it-

edit:
And here’s a couple of code snippets

OK, last question, can i animate other properties like position or rotation of sprites with this?

thanks!

haim96:

OK, last question, can i animate other properties like position or rotation of sprites with this?

Nah, you’d still use the built in unity animation tool when you want to do that. I’d like to add some basic transform animation in the future, but can’t guarantee it at this point.

Would it be possible to add support for nodes/sockets? Just for the ability to mark a location and rotation relative to the sprite in the animator per frame. For example, I could get the location and rotation of a node/socket called “Weapon” from the animator at run-time to position my character’s weapon at said node/socket.

Thanks.

Would it be possible to add support for nodes/sockets?

Yes, I have that in the works. Used it for a few game jams recently and it seems to work (eg: basketball + weapon attachments for this:Imgur: The magic of the Internet), but wanted to test it more thoroughly before putting updating the asset. If you email me (dave atpowerhoof.com) I can send you a version to try out and give me feedback:slight_smile:

@PowerhoofDave Does this asset support sprite sheets?

Yes, if you’re using unity’s spritesheets it works with them.

Just got this and followed along with this video to learn how to change from script.

Looks very good!

Do you have any idea on how to set a clip in the script (not via public field and set that in the editor).

I basically want something similar to this (semi-pseudo code)

public AnimationClip animIdle = null;
private SpriteAnim anim = null;

void Awake(){
animIdle= SetClip(“SomeAnimationThatExistInTheProject”);
}

void Start() {
anim = GetComponent();
anim.Play(animIdle);
}

Possible?

Yeah, the easiest way to do that is to use unity’sResources system.
Basically you put any animations you want to include in your game under a directory named “Resources”. You can have multiple of those directories in your project, and you can also have subdirectories under them, so you can organise the folders how you want as long as they’re under one called “Resources”.

So if for example you have your Run anim in a folder with this path: “Resources/Animations/Idle.anim”
Then to set the animation you do:

animIdle = Resources.Load<AnimationClip>("Animations/Idle");

Thanks Dave, got it working now! It is really a great pleasure to not have to deal with the Animation Controllers and unitys weird system of having to have stuff in the scene to create animations, it is really confusing.

Both the editor extension and the addition to scripting (the Play, check whats Playing etc) is very useful.

Hey, picked up PowerSprite animator and it’s really nice. Great work on the timeline editor. Do you think it’d be possible to get it working with sprite sheets that have been packed using polygon packing?

PowerhoofDave:

Yes, if you’re using unity’s spritesheets it works with them.

Would be cool if you’d include TexturePacker-Spritesheet Support, too!:slight_smile:

BTStone_1:

Would be cool if you’d include TexturePacker-Spritesheet Support, too!:slight_smile:

Ah yes, should have mentioned, I’m using TexturePacker too!

Ah I’m not sure about TexturePacker I’ll look into it. Just for confirmation, is this the one you’re talking about?TexturePacker + Importer - Spritesheet generator & Sprite mesh optimizer - Community Showcases - Unity Discussions

PowerhoofDave:

Ah I’m not sure about TexturePacker I’ll look into it. Just for confirmation, is this the one you’re talking about?https://forum.unity3d.com/threads/texturepacker-importer-spritesheet-generator-sprite-mesh-optimizer.367738/

Great, thank you. No, this is the one:

https://www.codeandweb.com/texturepacker
https://www.assetstore.unity3d.com/en/#!/content/16641

Edit: Wait, yes that’s the same thing, sorry!!

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Sweet I’ll take a look, got a game to launch in a few days so might take a while to get to it! In the meantime I’ve just submitted a major update with attachment nodes to the store so you’ll see that soon:slight_smile:

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