![]() But it’s clear to me that Pla圜anvas isn’t using the data correctly. you will get a runtime crash with an assert warning you of the problem. I will agree that having the origin in top-left is a silly standard. From then on, the CCSpriteBatchNode will render any sprite you create from the. 2) Using a previously created TexturePacker sprite sheet as though its a sub-folder of separate image files. Spriter will then have TexturePacker generate the spritesheet images and data files and add them to your Spriter project folder. Meanwhile, in Pla圜anvas, this is the result I get: Then check the Pack textures now with TexturePacker check-box and adjust any of the sub-settings as desired. The pivot is from the top left of the sprite rect within the source image. It seems as though our texture packer has some issues with the two images segmentfrontcenter.png and segmentfrontside.png. Turns out, the x/y in spriteSourceSize is from the upper left corner. The Texture file name can be left empty, TexturePacker will save the PNG containing the sprite sheet next to the data file. Now this part had be confused for a bit until i dragged it into photoshop and did some measurements. Is there a proper way to use TP to trim away transparent pixels while retaining the relative position in each frame, in Pla圜anvas at this point? And if so what are the recommended TP settings? , Unreal Engine 4 Automated Terrain Texturing. Looking at the produced json, it seems as perhaps you fail to take into the account the x and y of the spriteSourceSize (see json below)? With TexturePacker you can easily create Paper 2D sprite sheets. So in eclipse the folder is there and looks like there. Sounds patronising but I was having the same issue and for me I was being misled by my assets directory in my desktop project being a 'Linked Folder' that was actually just a reference to the assets folder of my core project. even know about the power of two issue (or consider it your problem alone). The setting that should have all necessary info for proper rendering is “trim”. Make sure the sprites actually exist in that directory. Third, the sprite sheet does not include any information about the number of. The json can come from TexturePacker for instance exported for EaselJS/CreateJSreateJS Easel Sprite and SpriteSheet docs: NOTE A. I’ve tried all combinations of settings in TP but it yields the same result more or less. The mole bounces around instead of sticking in place. I’m using texture packer for atlases using Json Array as export format.The problem:
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