change generated fbx atlas ?

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cat
Posts: 5
Joined: Mon Jun 29, 2015 11:59 am

change generated fbx atlas ?

Post by cat » Mon Jun 29, 2015 12:03 pm

hey, so far this is the best 2d animation program out there!

but I was wondering if it will be possible to add an option to change atlas size
to 512 / 1024 instead of the default 2048 for generated fbx files :D

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: change generated fbx atlas ?

Post by chong » Mon Jun 29, 2015 4:33 pm

Hello,

Oh I can fix that if you are using Sprite Frame swapping I assume.
However, there is actually an easy temp solution if you are importing that into Unity or some other package.
Just make a new material out of your original import image and make the FBX point to your new material.
The import image you use can be sized to any resolution of your choice :)

As in you can manually size it with any image program.

cat
Posts: 5
Joined: Mon Jun 29, 2015 11:59 am

Re: change generated fbx atlas ?

Post by cat » Mon Jun 29, 2015 5:03 pm

that's the first thing I tried actually, made a new Material, size 1024, pointed to image
but it got skewed, and lost almost all image sharpness

btw I'm not using sprite swapping (not working in fbx), but maybe it could work with a motor that expand and collapse an image ? (from zero to full width)

worst case scenario I could just attach Unity's sprites into the bones and that could do the trick.

I prefer the fbx solution as Unity animate it with GPU skinning, and from the testing I made its 3x faster then Spine's animator

spine animator with 12 chars - 26% cpu usage in profiler
12 creature fbx animations (with 4 bones) - 9% cpu usage

so looking forward for new features

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: change generated fbx atlas ?

Post by chong » Mon Jun 29, 2015 6:08 pm

How are you scaling the image btw? Can you upload your original and final image to say a dropbox account and I can take a look?

Thanks!

cat
Posts: 5
Joined: Mon Jun 29, 2015 11:59 am

Re: change generated fbx atlas ?

Post by cat » Mon Jun 29, 2015 8:22 pm

I'm changing the size from texture settings inside unity,

here are the images,

512x512 from inside unity:
https://www.dropbox.com/s/3v8mt27jdff1xjd/512.png

original:
https://www.dropbox.com/s/zm4jc3crbgiyrfn/original.png


If I try to crop manually it will mess up the UV,
just saying it could be nice if we can control the size of the atlas and preferably remove the empty space

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: change generated fbx atlas ?

Post by chong » Mon Jun 29, 2015 8:42 pm

Hello,

You should not be cropping the texture actually.
If you want to size it manually, just literally size the whole image into your new resolution.

For example, if the original image was 2048x1024,
you can scale it down to: 512x512

Do not worry about the distortion, because the texture coords are normalized.
Use an external program like photoshop or gimp which preserves detail/quality better when scaling down.

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