We are also considering workflows for larger productions. This includes tooling to make the creation of multi-sprite characters more efficient. This will be built on top of features and workflows developed in Phase 1. The goal of Phase 1 is to allow users to create simple animated characters that consist of a single sprite. A runtime component ties this all together to drive sprite deformation. The tools developed in this phase include: Bind-pose editing, manual mesh tessellation, skin weights painting. This phase was focused on developing tooling for rigging a sprite for skeletal animation. Phase 1 of this work is now available as a preview package.We will be releasing it in multiple phases.This is NOT an integration of Anima2D into Unity.We’ve been hinting at it for a while but now it’s time to share: We’re working on 2D animation.
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