Features:
- Full support for adobe animate’s Texture Atlas exported option.
- Asset Editor for adobe animated textures
- UMG Widget for drawing the entire animated object.
- Full support of all Adobe Animate Filters, Masking, and Color tinting options.
- Blueprint library to drive custom filters on a per-object or per-sub object instance.
- Animation system and callbacks with widget for looping/playing animations on demand and be driven by code.
Code Modules:
- AnimateAtlas [Runtime]
- AnimateAtlasEd [Editor]
Number of Blueprints: 0
Number of C++ Classes: 9
Network Replicated: No
Documentation: https://neonlightgames.com/Documentation
Supported Development Platforms: Windows, Android, iOS, Mac, Linux
Supported Target Build Platforms: Windows, Android, iOS, Mac, Linux
特征:
- 完全支持adobe animate的纹理图集导出选项。
- 用于adobe动画纹理的资源编辑器
- 用于绘制整个动画对象的UMG小部件。
- 全面支持所有Adobe Animate滤镜、蒙版和着色选项。
- 蓝图库,用于在每个对象或每个子对象实例上驱动自定义过滤器。
- 动画系统和带有小部件的回调,用于按需循环/播放动画,并由代码驱动。
代码模块:
- AnimateAtlas[运行时]
- AnimateAtlasEd[编辑]
蓝图数目:0
C++类数:9
网络复制:没有
文件:https://neonlightgames.com/Documentation
支持的开发平台:Windows、Android、iOS、Mac、Linux
支持的目标构建平台:Windows,Android,iOS,Mac,Linux
Animated Texture Atlas adds support for importing Animations made in adobe animate and exported as Texture Atlas option for movieclips and graphics objects. you can layer entire scenes to create fully animated menus, or even entire 2D games, all fully integrated into UMG. This plugin has full support for every filter, masking, and color tinting options from adobe animate, and includes a custom editor to add convex hull collision to the atlas’s shape, allowing for buttons to be placed on a per object basis, as well as getting feedback for exactly which part of the animation is being clicked on.
What’s included
Adds a new widget to add to UMG scenes called ‘AAtlasWidget’, you can set the imported source animation in this widget and it will be drawn at the stage location of the exported object by default, if you wish to set the object independently you can set the ‘NoStageTransform’ flag on the widget and it will ignore the stage transformation. the objects bounds consider the entire object’s lifetime of animations, so from frame to frame basis it may be much larger than any individual frame.
the widget can also have full scene filters applied, either added in editor, or driven by code(included is a blueprint function library for creating any of the adobe filters that are usable), as well as per- symbol instance filters can be applied. the widget can also enable or disable layers of the primary symbol only(sub-symbols can not turn on/off layers programmatically through the widget).
The asset editor by default only shows the atlas’s individual atlas tiles, letting you build a convex collision around each atlas object. Right clicking anywhere on the atlas will add new points(up to a max of 16, and pressing delete/backspace will remove them). You can also open a details pane under the window menu to manually edit various settings, or inspect the spritemap itself(note: on large animations the details panel may introduce a fair bit of lag while open).
Considerations
- Filters are not a perfect 1:1 match with adobe animate due to both performance considerations for supporting real time animations, and no documentation on exactly how the filters are implemented. as such blurs may not look precisely the same, and the adjustment node will produce slightly different results then that in animate.
- Gradient filters only support a max of 4 colors as well.
- Filters and masks require post processing effects which adds to the footprint of how much rendering needs to be done, so if performance noticeably degrades, you can quickly disable masks and filters by setting the widgets flags for No Mask/No Filters.
- Adobe animate does not export the blending information selected for objects, as such unfortunately all blending options are not supported by this plugin until the setting is included for export in a future version.
- Atlas Tiles can have their collision fully disabled by going into the details pane of the asset editor and setting the ‘NoInteraction’ flag for the desired atlas to turn off.
- The atlas widget’s mouse collision system does not consider overlapping widgets, or any masking that’s happening to it, as such be careful with how things are placed.
- Adobe Animate 2022 was used for development, some features may not be available in older adobe animate versions.
动画纹理图集增加了对导入在adobe animate中制作的动画的支持,并将其导出为movieclips和图形对象的纹理图集选项。 您可以将整个场景分层以创建完全动画菜单,甚至整个2D游戏,所有这些都完全集成到UMG中。 此插件完全支持adobe animate的每个滤镜、遮罩和颜色着色选项,并包含一个自定义编辑器,可将凸包碰撞添加到图集的形状中,允许按每个对象放置按钮,并获得
包括什么?
添加一个新的小部件添加到UMG场景称为’AAtlasWidget’,您可以在此小部件中设置导入的源动画,默认情况下它将在导出对象的舞台位置绘制,如果您希望独立设置对象,则可以在小部件上设置’NoStageTransform’标志,它将忽略舞台变换。 对象边界考虑动画的整个对象的生命周期,因此从帧到帧的基础上,它可能比任何单个帧大得多。
该控件还可以应用完整的场景过滤器,可以在编辑器中添加,也可以由代码驱动(包括用于创建任何可用的adobe过滤器的蓝图函数库),还可以应用每个符号实例过滤器。 小部件还可以仅启用或禁用主符号的图层(子符号不能通过小部件以编程方式打开/关闭图层)。
默认情况下,资源编辑器仅显示图集的各个图集图块,允许您围绕每个图集对象构建凸碰撞。 右键单击地图集上的任何位置将添加新点(最多16点,按删除/退格键将删除它们)。 您还可以在窗口菜单下打开详细信息窗格以手动编辑各种设置,或检查spritemap本身(注意:在大型动画中,详细信息面板在打开时可能会引入相当多的滞后)。
考虑因素
- 由于支持实时动画的性能考虑,而且没有关于如何实现过滤器的文档,过滤器并不是与adobe animate完美的1:1匹配。 因此,模糊可能看起来并不完全相同,调整节点将产生与animate略有不同的结果。
- 渐变滤镜最多只支持4种颜色。
- 滤镜和遮罩需要后期处理效果,这会增加需要完成多少渲染的占用空间,因此,如果性能明显下降,您可以通过为无遮罩/无滤镜设置小部件标志来快速禁用遮罩和滤镜。
- Adobe animate不会导出为对象选择的混合信息,因此不幸的是,此插件不支持所有混合选项,直到该设置包含在未来版本中导出。
- 地图集图块可以通过进入资源编辑器的详细信息窗格并将所需地图集的”NoInteraction”标志设置为关闭来完全禁用其碰撞。
- 阿特拉斯小部件的鼠标碰撞系统不考虑重叠的小部件,或任何掩蔽发生在它,因此要小心的东西是如何放置。
- Adobe Animate2022用于开发,某些功能可能在较旧的adobe animate版本中不可用。
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