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it would be nice if you could turn this into a full on program that isn't unity dependent

Hey looks so neat! I'm looking for a solution to a current problem I'm having in my art pipeline: do we get access to individual layers with Reanimator from Unity? As in: turn layers on or off, split them into separate animations...etc
F.e. I have legs and the base of the character, arms and the head in separate layers, but I want to use the head and arms in another animator layer, desyncronized animations..without exporting back and forth from aseprite. The current importer I use, the one in unity docs seems to fall short at that specific use case scenario, though it might be my ignorance on how these files work..

Thanks! Reanimator's Aseprite importer has a "layer to sprite" import mode that will import each layer separately, so if you have the layers Head, Body, Arms and Legs in your aseprite file, and had 2 animations: Idle and Walk in the file, you would end up with Head_Idle, Body_Idle, Arms_Idle, Legs_Idle, Head_Walk, Body_Walk, Arms_Walk and Legs_Walk as animations. The sprites for each animation would be named similarly: Head_Idle_0, Head_Idle_1, etc.

As for turning layers on/off, you can hide layers within your aseprite file and they won't be imported, if that's what you mean. If you're looking to disable/enable game objects during an animation then ReanimatorEvents would be what you are looking for, they are C# events that you can code to do any sort of action you can think of.