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Hello there!
I'm having an issue with Texture Atlases at the moment. My studio uses complex rigs for the creation of expressions and small-loop animations, and we use Animate to do it.
We export as a texture atlas, then utilize the metadata from the animation.json and the graphics from the spritemap entries to reconstruct the rigs in Unity. We use a customized sprite splitter and renderer to create graphics in-game as efficiently as possible.
The issue we are currently having is how the animation.json and spritemap handle movie clips. We believe it may have something to do with symbol nesting. When exporting a Texture Atlas, it will combine movie clips into a single symbol in the atlas, then it will space them incorrectly, either too far apart or too close together, causing the resulting image/animation to be disproportioned (if said image/animation uses movie clips). It does this oddly, and in a fashion that is represented NOWHERE in the rig itself.
Any advice or direction as to how to investigate this? (Or even a straight-up solution, of course)
- Windows 10 64x Architecture
- Adobe Animate 2020
- Texture Atlas Settings:
8192px x 8192px
MaxRects
PNG 32 bit
1x Resolution
5px Border Padding
5px Shape Padding
Have something to add?