Locate the Root Animator Controller Asset in Assets/Samples/2D Animation//Samples/1 Simple/Animation/Animator/ntroller.Add an Animator component to the 'Root' GameObject.Select Create Bones to create GameObject Transforms which represent the bones of this Sprite. Add the Sprite Skin component to the 'Boris' GameObject, and go to the component's Inspector window.Assign the 'Boris' Sprite to the Sprite Renderer’s Sprite property.Add the Sprite Renderer component to the 'Boris' GameObject.Attach the 'Boris' GameObject to the Root GameObject as its child.Create a new Scene, and create two empty GameObjects.The _Simple Scene shows how the Asset is used in a Scene when it is animated with animation that deforms its Sprite mesh.įollow the steps below to reconstruct this _Simple sample Scene: Open the Asset Assets/Samples/2D Animation//Samples/1 Simple/Sprites/Boris.png in the Skinning Editor module to examine how the Sprite is rigged. Sample project location in the Project window (for 2D Animation 6.0). ![]() ![]() ![]() The Project and Assets can be found in the following location (the version number folder may differ): This sample shows a simple single Sprite rigged actor, which was imported with its Texture Type set to Sprite (2D and UI) and Sprite Mode set to Single.
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