Need advice for doing 2D animation in code (pivots, spaces, etc)

Hi Michael,

Thanks for the input!

Actually yes, I’m writing a tool for importing data from Spriter!

Today I’m happy because I made several progresses, finally assembled my first character ! (no animation but it should be trivial from now, because I only need to lerp angles and locations for the bones!)

I’m using UBoxcomponent as “bones”. I do not know how could I do it with sockets, for attaching sockets I would need an initial sprite right?

I would like to make an editor plugin for automatically setting the Pivot points of my Sprites -I think it is the only way for doing it automatically, right?-

I have already the UPaperSprites imported from TexturePacker but I still need to set the pivot point, depending on animation data. Spriter support tweening the pivot points but my animations do not need this, so just setting 1 sprite with custom pivot point will be enough. For doing this I think of several alternatives:

a) doing it manually (thats what I’m doing right now) :stuck_out_tongue:

b) modifying UPaperJsonImporterFactory to take into account my animation data (another file) and set properly the pivot points

c) make my own UFactory plugin, which could create a copy of a base Sprite (the imported from TexturePacker) with my custom pivot points

d) modify the .paper2dsprites generated by TexturePacker in order to set the pivot points

I think the best alternative is c), because I will let both TexturePacker products and Unreal Engine basecode untouched.

What do you think? any suggestion here?

Yours
Dredok