At 6/8/13 09:17 PM, MSGhero wrote:
At 6/8/13 08:28 PM, Rustygames wrote:
Have you ever tried Zoe? Also texture packer was recommended to me by a friend but I've yet to use itYeah actually, I tried Zoe right before. My regis points are all near the center, and there were no options to set its position. I downloaded it from their front page, and it said setting the regis pt was in the latest version, so idk.
I made my own texture packer once B-)
But the modularity of it sucked, so I ditched it, but it could export Zoe spritesheets, Starling spritesheets, and LibGDX spritesheets/used LibGDX as a packer. Though I also had my own built-in packer method, since LibGDX needs Java I think... (not sure why the Zoe exporter has problems with the registration point, since mine works perfectly detecting the reg. point and working with that)
I'm not sure if the project will compile anymore:
Once you compile that, then you can drag'n'drop .swf files into the library panel, or press the Load button. The pop up will show options to import. You can import the whole root animation of the swf, or individual Movieclips it finds on the stage (naming goes by instance name, so give your animations instance names to identify them here). You can choose the scaling of it, as well as the canvas size for it's spritesheet. It will warn you if the canvas was too small to fit the whole animation. There's also an animation preview panel under the library, you can press play/pause/stop. This technically plays back from the spritesheet it generates as a preview, so if I remember correctly, this will tell you if the exported animation will look correct.
Right now you can only export a single symbol...for some reason I remember you being able to export multiple symbols together... :/ Will see.
And undocumented... :S
I should remake that, except using Haxe which will make getting symbols from the .swf much easier (No need to put them on the stage, you can just select a symbol that has been exported for AS).