A new image including all textures will be available in UV editor, and UVs of all object will be correctly placed within this new image! Just select all objects to pack textures from and go to menu Objects > Lily Texture Packer. Anyway, check out the image encoding & game optimization pages - I'm sure you'll find them useful.Blender add-on to pack many textures into a single image. They won't reduce VRAM, but they will decrease loading times due to the file-sizes being a lot smaller than the png counterparts. A Lot of tricks can be done by manually setting the delay time between each frame (how long a frame should be displayed for) or by inserting Lua script into animation frames themselves.Īlso I recommend using webp format for the images you import into VS. Some things may reduce VRAM, such as reducing the amount of frames you use (i.e: by not using duplicate frames to control duration of an animation or by using duplicated frames in reverse for creating a pendulum type of animation that plays forwards & backwards or vice versa in a loop). I wrote up a few useful things regarding images & optimizing your games with Visionaire Studio. P.S: I recommend checking out the A Few Tips. Hell, I paid $99 for Articy Draft + articy 2 dlc during one of the Steam sales & that was too expensive for me too, but I wanted something decent for planning stuff with rather than relying on cloud mapping apps, online task managers & open office - too many things for me to keep track of.Īnyway, I hope Spine ends up in one of the humble software bundles at some point or that Simon considers adding the runtime library for Spriter - though not sure if that would create conflict of interest with Spine runtime library. It's about $300 for the pro edition with the meshes/mesh warping & kinetic stuff amongst other things. December, 17:48Īye, the $69.99 license for Spine is only for the basic essentials edition which is just the basics. In Unity, I always put as many sprites of a level into one png as possible toīy joerg-burbach Friday, 30. When coding for iOS or Android, you must creature texture atlasses because the current graphics chips are optimized for images in 2048x2048 or 4096x4096, and heavily reduce draw calls when drawing a lot of sprites. choosing optimized compression algorithms for audio is a better way to reduce data No need to save some bytes with special compression algorithms for images. Combine them to a huge file brings no advantages. I do not understand the purpose of tools like TexturePacker. But I have avoided Spine so far because of the price (it's at $ 69,99 atm). I bought Spriter, and had a licence of Texturepacker long before starting coding with Unity - they implemented their own packing to sprite atlas' this year (?). That sounds reasonable, and I already was able to add my walking cycles using 8 single sprites - works great. Thanks for the welcome, and your information. There's some screenshots with notes detailing the walk system. P.P.S: here's some information I wrote up a while back on the characters tab. There's some other stuff as well I think, such as physics engine - but don't hold me on that as it's just stuff I'm recalling from past conversations with Simon. P.S: I believe Simon was working on normal / depth maps for the upcoming update of Visionaire Studio. It's buggy in the current version & I'm afraid I can't give out any details on it as it's a feature I haven't used & probably won't ever use. It's a shame Spriter runtime isn't integrated into the engine (maybe Simon will consider adding it at some point) as Spine is somewhat pricey in comparison to Spriter & Spriter Pro can be bought at the minute for $1 in the current humble dev bundle whatsit.ģ. Simon has been working on making it a little more flexible for the upcoming release (I believe runtime support for swapping out spriteparts & other things on the fly via Lua script). Also it doesn't matter if some numbers are missing as it will import all with the same name in order based on the prefix number).Ģ. export single frames (png or webp) format from your image editing / 3D software application & import them frame by frame or animation by animation (each file in an animation needs to have the same name & then have a number prefix on the end, for example: name_1, name_2 or name_001, name_002 or name_(1), name_(2), etc. A'llo, welcome to the Visionaire Studio community.ġ.
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