Copy/Pasting animations and frames in the Editor and all the recent import improvements regarding the Animation Editor is 100% amazing, thank you so much for all those things !!
I have a feature request not exactly related to Import but concerning Export.
Export Current Animation or All Animations of the current Object as Spritesheets
Right now we only can save Images as invidual frames,
It would be totally awesome to be able to export each animation as an individual spritesheet.
By Default each animation would be named AnimationName_Fx1 (where F is the number of frames in the animation) and all frames would be aligned horizontally in a single-row spritesheet.
Why do we need export to spritesheets ?
- Because it would be very easy to color swap or add glow/outlines or effects to all frames of a character thanks to external software such as Photoshop.
(then we just have to drag and drop again each spritesheet in the corresponding animation in the Animation Editor, unless bulk import for Spritesheets is also implementing as in my previous suggestion).
- Right now it's very difficult to do such things as we have to do it manually for every single frame which is quite impossible to do.
- Also as always, spritesheets are better for file management, the whole animation is at just 1 location in our hard drive, it's easier to rename it, open the file in an external software in 1 click etc...
Optional Enhancement to Export as Spritesheets
1. Max Column Number option : When the current or all animations are exported as Spritesheet, it could first open a pop-up with a field asking the maximum number of columns the spritesheet should have.
- By default, there is no maximum of columns. Which means if I have a character with a 8 frames Walk Animation and a 12 frames Idle, it would export the spritesheet as Walk_8x1 and Idle_12x1.
- If i specify an other number of columns, let's say 3, it would export the spritesheets as Walk_3x3 (so it means the cell at X=3 and Y=3 would ne empty as there is only 8 frame in this animation) and Idle_4x3.
2. No Empty Column Boolean : If I specified 9 for example, the spritesheet Walk would be Walk_9x1 with the last frame empty. But there could be a "No Empty columns" boolean that would make this spritesheet exported as Walk_8x1 even if I specified as column number >= 9
3. Export Spritesheet with Data : In a second time, if bulk spritesheet import is implemented, there could also be a way to export Spritesheets with Points/Polygon Data so it can be imported later easily too.
EDIT : I forgot one important thing, as frames for an animation can have different pivot point and sizes, 1 cell of the spritesheet need to be able to have enough place so even if all frames are on top of each other in a single cell, nothing exceed the cell, and all their previous pivot point should be at the exact same position in the spritesheet.
Here is a visual example :