RageTools Pro 1.0.4 - now with RageSprite and Ragebutton! [RELEASED]


‘Tweeties’ Demo, brought in from a Flash animation - click on image to watch

Very proud to say that RageTools Pro 1.0.4 is now live in the Asset Store. It includes RageButton and RageSprite - it’s the end of an era of suffering with bitmap atlases in Unity! :slight_smile: With RageSprite you can:

  • Create mobile-performant, resolution-adaptive game sprite animations straight from your vector art frames
  • Play-Preview and scrub through your vector frames right in the inspector, with linear draft or high-quality bezier modes
  • Quickly add groups of frames, re-order and delete your frames with an elegant and powerful interface
  • Generate Unity standard animations - that means you’ll be able to adjust your animation clips (loop mode, speed, etc) using standard Unity methods and functionality, even automating it with Playmaker or uScript default animation functions, instead of having to learn a new API or interface.

And if you love creating your animations in Flash and would like to use them within Unity’s amazing IDE, you can use Google’s Swiffy free online service to quickly convert a Flash-created frame-by-frame animation to a sequence of SVGs - simply perfect for RageSprite.


All RageSprite, RageButton and HOTween - no code added! Click on image to watch

If that’s not enough, RageButton allows you to set up interface buttons animations and action hooks without a single line of code. Simply drag and drop the interface elements to each field and automate the hover and click animations through HOTween’s (included) completely visual interface. Possible reactions to the button click include playing a sound, enabling, disabling and spawning an object, plus firing up a script either locally or on any given target game object. Just what the doctor ordered for that quick GUI buttons wiring that you’ve always dreamed about.

RageSprite and Ragebutton come bundled in RageTools Pro and it’s a free upgrade to existing users. RageTools Pro is 100% compatible with Unity Free and both Unity 3.5.x and Unity 4

Super release!

Great! A nice update. You must be working your but off :slight_smile:
Good tip about Google Swiffy, I was wondering how to do that. I was using after effects. So now I just have to export it in flash format and than run it through swiffy. Nice.
What do you guys use for animation? just out of interest.

greetings,
Aaron

Thanks guys :slight_smile: Yeah, SilverApeOrig, this was definitely some four months of hard work! Major kudos go to Rafael Lira for pulling off a big chunk of the RageSprite generalization infra-structure, not to mention the automatic hole-creation algorithm in RageSpline 1.5 which makes importing complex SVG art like this a breeze.

It depends, if I’m using a split-parts character I go for the Unity animation window. It’s got its limitations (like no copy-paste of keyframes) but if you add Rageconstraints to your controllers the editing performance is flawless. For frame-by-frame animation I usually trace over a bitmap reference, either from a sprite sheet (tons available online) or from a hand-drawn basis created in “pencil” - a cool free 2D animation tool. To re-align the frames inside Unity it’s a snap, I simply add “pivot”-named circles to their root and apply pivotools “per-branch” option (then reset position) after importing the frames.

I have this recurring thought that we should now create a professional, full-featured timeline editor, since although there are some capable packages out there, like “Animator”, none of them do all we want, like Animation Clip exporting (for perfect playback performance) and dual curves/track editing. Consciously it seems like a bad move though, since more possibly than not Unity is gonna revamp its entire integrated animation system still during the Unity 4 cycle. What do you guys think?

Well I would do it anyway, just because your can’t rely on Unity to release something on time :slight_smile: ( GUI )

Thanks for the feedback Lars :slight_smile: I guess I’ll start doing it while saying to my rational mind “you’re doing it for yourself, 'coz you need it”. Should work heh

So I have a really basic question/problem I am sure. I am trying to play the demo’s for Tweeties and Ninjalien and in both cases I see only the first frame of the animation play. Searching around for answers it seems this is sometimes an issue with how the animation is imported but I am experiencing the same thing when I create a RageSprite from scratch with my own set of layers.

Using the preview window for RageSprite I don’t see any images at all, but the slider plays through with the expected delay as it switches from one frame to the next.

No one else has this issue with RageSprite demo’s? I’m literally just opening up the project and pressing play and no-go.

Hi MaDDoX, I don’t suppose you could give us some more info on this? all I get from Swiffy is a javascript blob :(](http://www.freakow.com/ragetools/demos/tweeties-demo.html)
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I would love to be able to export animations from flash directly to rage tools!

What is your process when using swiffy?

Why there is an error when I import SVG file ? and giving me the following error message:

MissingReferenceException: The object of type 'RageSpline' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
RageSpline.RefreshMeshInEditor (Boolean forceRefresh, Boolean triangulation, Boolean precalcNormals) (at Assets/_Freakow/RageSpline/Code/RageSpline.cs:297)
RageSvgIn.ApplyRageStyle (.RageSvgPathElement path, .RageSvgStyle style) (at Assets/_Freakow/RageTools/Code/RageSvgInStyler.cs:128)
RageSvgIn.ApplyStyle (.RageSvgObject pathData) (at Assets/_Freakow/RageTools/Code/RageSvgInStyler.cs:20)
RageSvgIn.ParsePath (System.Xml.XmlNode svgEntry, .RageSvgObject svgData, Boolean subPath, Boolean derivedPath) (at Assets/_Freakow/RageTools/Code/RageSvgIn.cs:310)
RageSvgIn.ParsePathPrepare (System.Xml.XmlNode svgNode, .RageSvgObject svgData, Boolean subPath, Boolean derivedPath) (at Assets/_Freakow/RageTools/Code/RageSvgIn.cs:277)
RageSvgIn.ParseSvg (System.Xml.XmlNode svgNode, .RageSvgObject svgData, Boolean subPath, Int32 level) (at Assets/_Freakow/RageTools/Code/RageSvgIn.cs:251)
RageSvgIn.ParseGroup (System.Xml.XmlNode svgEntry, .RageSvgObject svgData, Boolean subPath, System.Int32 level) (at Assets/_Freakow/RageTools/Code/RageSvgIn.cs:357)
RageSvgIn.ParseSvg (System.Xml.XmlNode svgNode, .RageSvgObject svgData, Boolean subPath, Int32 level) (at Assets/_Freakow/RageTools/Code/RageSvgIn.cs:218)
RageSvgIn.ParseGroup (System.Xml.XmlNode svgEntry, .RageSvgObject svgData, Boolean subPath, System.Int32 level) (at Assets/_Freakow/RageTools/Code/RageSvgIn.cs:357)
RageSvgIn.ParseSvg (System.Xml.XmlNode svgNode, .RageSvgObject svgData, Boolean subPath, Int32 level) (at Assets/_Freakow/RageTools/Code/RageSvgIn.cs:218)
RageSvgIn.ParseSvg (System.Xml.XmlNode svgNode, .RageSvgObject svgData, Boolean subPath, Int32 level) (at Assets/_Freakow/RageTools/Code/RageSvgIn.cs:270)
RageSvgIn.FindAndParseSvg (System.Xml.XmlNode node, .RageSvgObject svgData) (at Assets/_Freakow/RageTools/Code/RageSvgIn.cs:186)
RageSvgIn+<SvgLoad>c__Iterator6.MoveNext () (at Assets/_Freakow/RageTools/Code/RageSvgIn.cs:151)

May I know to how to add physics to SVG imported game object ? Since there is different layer, isn’t means that I need to add 1 by 1 by to RageSpline? I saw there is a FarseerUnity, what is the different between Unity between in physics ?

I just buy the RageSuite , so I 'm newbie in SVG tools. I use RageTool mainly for import SVG file and do animation to it.
But I found that it is really annoying when deal it with Unity 4 . Because I spend half day to solve why the animation did not play correctly. This is due to SVG file I need to enable all the layer so that it set to active during importing.

Besides, I found that Tris count is really high for a small object. Since I target to deploy on mobile platform, so the performance will be the critical isssue for me. Any tips and tutorials specially for mobile platform?