Flash Animation Toolset

Convert your flash animation for Unity easy!

Links
–>Site<–
–>Web Demo<–
–>Asset Store<–

Features
• Support all transformations like ‘rotation’, ‘skew’ and ‘scale’ (except 3D)
• Support all tweens(classic, motion and etc), keyframes and layers
• Support mask layers
• Support bitmap and vector graphics
• Support all clip color effects like ‘brightness’, ‘tint’, ‘alpha’ and etc
• Support most blending modes (all except Alpha and Erase)
• Simple runtime API for controlling your animations in Unity
• Automatic packing texture atlases of animations with different settings
• Great performance with zero allocations in update loop
• Frame labels to separate sequences in one timeline
• Export marked “for export” clips and main timeline
• Live preview of animations in the Unity editor

Usage Video

2 Likes

Looks very promising.
Is this possible to use renderer to export svg or another vector graphics to the texture? The idea is to make coloring book based on vector source images.

Thanks.

Hi! Thank you. No, vector graphics rasterized (in this plugin) in offline on export stage. Look at something like this: https://www.assetstore.unity3d.com/en/#!/content/38258

Don’t download the free version of this plugin! If you do, it will keep reinstalling itself in your project every time you delete the folder. There is no excuse for this. Absolute garbage. Use any one of their competitors instead.

Sorry… but what do you mean? This plugin doesn’t do anything like this behaviour! Some people use it and also I use it at work and we didn’t notice any problem with deleting the project.

Can you post here a video or screenshots with steps to reproduce? Because for now I can’t even imagine how this could happen.

Hi
Does your plugin support animation if timescale = 0?

No, because animation manager uses Time.deltaTime for update all animations, but it can will be fixed easily (one line in SwfManager.cs)

I’ll add this feature in next version. (ignore unity timescale checkbox for group and separate animations)

1 Like

It stopped doing it. No idea if restarting my computer helped. But last night, whenever I would close Unity or try to start a new project, it would pop up the downloading window as if I’d clicked Download from the asset store.

Now I’m wondering if it’s actually a Unity bug.

I’ll take down my review.

1 Like

OK. But review is still there :frowning:

Hi there! Does this asset require Adobe Animate CC? I tried using the demo with Adobe Flash CS5.5 & got an error. Thanks.

Hello! CS6 for animations without shape tweens and Animate CC for otherwise.

New version released! -= Changelog =-

Hi. this looks very interesting. Does it support skinning ? For example, we would animate a manequin (skeleton) object and have an option to apply dress top, bottom, arm , leg and face ‘layers’ on top of the manequin.

Hello! In this moment No. Best way for skeletal animation use Spine or Anima2D or something like this. :slight_smile: This plugin is more suitable for common flash animations and maximum performance for this with flash specific features like blending or masks. But I planned skinning feature without skeleton (simple support for access for internal animation movie-clips)

Flash Animation Toolset on Madness Sale! :slight_smile:

I use the.Swf file exported from flash CS6 to create animations in Unity, but I can’t find the frame tags set in flash, but I see some of the items in your example

Please tell me how to make my export animation with frame tags. Is it the version I downloaded for free?

You should use anchor frame labels for separate timeline to different sequences. Look at fla files from Examples folder.
Timeline: 3075030--231358--Screen Shot 2017-05-18 at 23.31.51.png

Frame properties: 3075030--231359--Screen Shot 2017-05-18 at 23.32.00.png

For non anchor tags (labels) access you can use SwfClip.currentLabelCount and SwfClip.GetCurrentFrameLabel functions.

What tool are you using to edit the animation? There is no Anchor tag in Flash CS6