I am trying to animate a sprite using the new dope sheet in the animation editor and it is not working. I have used curves in the past to animate all sorts of things, and it works great. But, I don’t know if I’m doing something wrong or don’t know how to use it, but the Dope Sheet isn’t working to animate 2D Sprites. I am a very technical person and do I.T. and computer programming, so this is very frustrating. Here is a description of my problem:
I have a sprite sheet with 64x64 pixel sprites in a 8x3 grid, all aligned at center.
I have a single scene with only a camera and a sprite object.
I added the animation component to the sprite.
I created 1 animation and added the spriterenderer sprite property to the animation.
It automatically created a key frame at 0:00 and 1:00, I added one at 0:30.
I then selected the key frame at 0:30 and changed the sprite property.
Hit play on the animation window, the animation runs, but they sprite stays as the sprite I selected for 0:30.
Is this a glitch?
or
Am I missing something?
Thank you for the work around, It doesn't really answer what is going on? But, that will at least help me move forward.
– SpinnernicholasThe weirdest part is that it seemed to be working in the beginning and then it just stopped. I don't remember enough about what I did to determine what I was doing differently.
– SpinnernicholasI'm not sure I understand what you meant in your last comment. Are you saying the animation doesn't loop?
– Key_LessWhen I first made a simple animation, it worked. Then I tried to make a more complex animation and it didn't work, all frames changed to the same sprite. Then I tried a simple animation again and it didn't work.
– SpinnernicholasHow are you changing your animations? Have you tried manipulating your sprites by dragging them into the dope sheet after you created the animation? (Not 100% sure, but I think you can only manipulate the sprites that were used to create the animation.) I created my animations by selecting all "idle" sprites for example, and then drag them into the scene view to create the idle animation, then do the same for "run", etc.
– Key_Less