Hello all, my first post here I am an experienced developer and now I learning how to make games, went through a feel tutorials and I am feeling confident to try something from scratch by myself.
The art style I picked is Pixel art, and for that I am using Aseprite, but differently than in most cases, I do not intend to create frame by frame animations in aseprite as most do, instead I am creating my character there and my intention is to animate it in Unity.
Now, I am using the new 2D Aseprite Importer (com.unity.2d.aseprite
) to directly import the .aseprite file into Unity instead of generating a PNG sprite sheet for my layers.
I keep my character’s body parts each in different layers in Aseprite. This automates a lot of manual work as the importer generates a lot of stuff based on that.
When I open the Sprite Editor, I can see each individual layer already as a sliced sprite. Sweet!
But this is where the problem begins. When I go to skinning editor, they are also individual sprites, instead of how the character is positioned originally in Aseprite. I select one of the sprites and I can create the bones, I can drag bones on to other sprites but that unintuitively does not assign that sprite to the new bones, the bones are simply “floating” outside the selected sprite, and if I select then another sprite, there are no bones.
Here’s an example of what I am trying to say, with the green “torso” sprite selected:
If I rotate the torno bones, all other bones rotate together, but not the sprites.
If I select another sprite, then there are no bones. Feels like each sprite is a different and unrelated entity.
So this is a problem I am struggling to wrap my head around. Using the 2D Aseprite Importer is awesome because it automates much of the steps, but I am not getting the same experience as many Photoshop bone rigging tutorials out there show, and I see absolutely no bone rigging tutorial for Aseprite.
If someone could let me know what is the correct steps to continue here? Thanks!