If you have a problem using Sprites And Bones and want support from me, you have to provide a minimal sample project, that clearly shows your problem.
16.08.2014: Version 1.2.2: More info
14.08.2014: Version 1.2.1: More info
20.07.2014: Version 1.2: More info
01.03.2014: Version 1.1: More info
01.03.2014: New version: Added features to name poses before saving and quick creation of IK target. (Contribution by TheValar)
09.02.2014: A new version with a bugfix for the vertex weight colours.
25.01.2014: A new tutorial and a new version.
12.01.2014: A new tutorial and new version that supports flipping characters around the Y-axis. 11.01.2014: A new tutorial and a new version with some bugfixes. 08.01.2014: New version. Skinned meshes can now be saved as prefabs. 07.01.2014: New version. Mesh deformation and bug fixes. 31.12.2013: New version uploaded. New tutorial (see below).
This is an addon for Unity 3D to create 2D skeletal sprite animations. With the addon its possible to add bone hierarchies directly in the Unity Editor. Sprites can the parented to the bones. The bones can be animated like any other GameObject in the animator window. Inverse Kinematics is also available and animatable. The bones can also be used to animate any GameObject other than sprites like meshes or particle systems.
Features
Skeletons and Bones.
Inverse Kinematics with targets.
IK Helper objects.
Bones and IK are fully animatable.
Bone splitting (Subdivision).
Mesh deformation
Weight painting
Bones can be added by holding Ctrl and left clicking.
Saving and loading of poses. Poses are saved as assets.
I have been asked multiple times to accept PayPal donations. Among other things I’m not doing this mainly for tax reasons.
Small private gifts are generally tax free, though. So for those, who want to show their appreciation of Sprites And Bones this way, I assembled a small wish list:
An Android Store publisher account in my name. (I would pay for this myself, but I have no credit card.)
Yes, mesh deforming is something I want to add in the future. Right now I’m thinking about 2D polygons. But maybe 3D meshes are possible, too. I will have to see about that.
Also fun fact, the orc used in the tutorials was drawn by Chris Hildenbrand, but is a modification of something I originally drew! It’s always fun to see stuff from opengameart.org pop up in the Unity community
Mesh deformation is looking good. If you get that working it will be killer. The only solution I know of now for 2d mesh deformation is Uni2d which costs $90. Of course even without that the IK feature makes this more useful than anything I’ve seen so far for Unity.
Seriously great stuff mate, was just about to buy Uni2d just for the bone feature, keep up the great work. This shouldn’t cause any problems with 2d toolkit right?
I wouldn’t think so. But honestly there is no way I can test against every addon on the asset store :). If you find any incompatibilities, report them on Github, and I’ll see what I can do about it.
You sir, are terrific. I really believe your hard work will come back to you 10 times. And if you’re ever in the NYC area…the beer and burger are on me!
Just started messing with the asset this weekend and all in all once you get past the learning curve it’s sweet!!! Really awesome especially for a free product. I am however having one issue.
Is there a way to face the character in another direction and still have the animation work? I’ve tried setting x scale to -1 and rotating around the y axis 180 degrees but it seems that not all the elements want to move so things get really messed up.