Hi ,
We certainly want to support direct importing of content from Spine and similar tools in future, but right now only animation format for 2D stuff are flipbooks.
format is same as exported from Adobe Flash CS6 or similar, which also matches format that Texture Packer exports if you pick ‘Unity’ option, although it names extension as .txt instead of . (you’ll have to rename it before it can be imported). We’re planning on having a template for Texture Packer released with 4.4, which will avoid need to rename file.
If your existing assets follow a regular naming convention or you have data in a scriptable environment, you ought to be able to generate a . file describing them to do a bulk import operation too.
Here’s rough format of supported import:
{"frames": {
"Symbol 2 instance 10000":
{
"frame": {"x":0,"y":0,"w":67,"h":92},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":4,"y":5,"w":73,"h":97},
"sourceSize": {"w":73,"h":97}
},
"Symbol 2 instance 10001":
{
"frame": {"x":67,"y":0,"w":66,"h":93},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":5,"y":4,"w":73,"h":97},
"sourceSize": {"w":73,"h":97}
}},
"meta": {
"app": "Adobe Flash CS6",
"version": "12.0.2.529",
"image": "p1_walk.png",
"format": "RGBA8888",
"size": {"w":256,"h":512},
"scale": "1"
}
}
RE: Tilemaps: I’m planning on making an importer that works with tile maps exported from Tiled (http://www.mapeditor.org/), but as of 4.3 tile maps are still pretty experimental. In any event, you won’t have to make a separate asset for each individual tile, there is a tile set asset that covers all tiles in a given texture.
[edit]
Also wanted to mention that we plan on significantly improving workflow in editor for both splitting up imported spritesheets as well as flipbooks. current tools are ‘early access’ precisely because they’re not yet where we want them to be.
[/edit]
You can also bulk import, dragging and dropping a bunch of separate textures at once into editor, and then right click while they’re all selected to “Create Sprite” for all of them at once. You could then drag-drop a bunch of selected sprites at once into a flipbook timeline to add them as keyframes.
Cheers,