2D Animation | Package Manager UI website
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    2D Animation

    Workflow

    Define Sprite in Sprite Editor ---> Create bones in the Bone Editor ---> Generate and Edit Geometry and Assign Skin Weights in the Geometry and Weight Editor ---> Place Sprite in the Scene and add a Sprite Skin Component to generate the bones ---> Animate Sprite!

    Bone Editor

    This is where a hierarchy of bones for Sprites are defined and edited.

    Bone Editor

    Create and Edit Bones

    There are two modes to creating bones. The Create Chain Bone mode which will create a continuous chain of bones. The Create Free Bone mode will create stand-alone ( isolated ) bones that are parented to a selected bone.

    The first bone created will be set as the Root bone for the hierarchy. In Create Chain Bone mode, new bones are always parented to the previous bone. In Free Bone mode, new bones are parented to a currently selected bone. If a bone is not selected the new bone will be parented to the Root bone.

    When none of the tools are selected, the editor is in Transform mode. Bones can be selected and transformed.

    Chain Bone Tool

    Select the Create Chain Bone tool Chain Bone Tool and click anywhere on the Sprite to start creating a chain of bones. Press the Escape key to deselect the tool. In Chain mode, child bones are not only parented but are connected to the parents. This allows easier manipulation of bone lengths and positions.

    ​ Chain Bones

    Free Bone Tool

    The Create Free Bone tool is used to create bones that are not part of a chain of bones. Select the Create Free Bone tool and click anywhere on the Sprite to set the Pivot of the new bone move the cursor to where the bone should end and click again to set the Tip of the bone. The new bone created will be parented to a currently selected bone or the Root bone if none is selected.

    ​ Free Bones

    Free Move Tool

    Bones can be transformed by default when none of the tools are selected. The Pivot, Body and Tail can be selected and transformed. The Free move tool is used to detach a bone from a chain. It will no longer be connected to the chain but will still be parented to it original parent.

    ​ Free Move Tool

    Parent Bone Tool

    The Parent Bone Tool is used to re-parent a bone to another bone. To change the Parent of a bone. Select the child bone, click on the Parent Bone Tool then click on the target parent.

    ​ Free Move Tool

    Split Bone Tool

    The Split Bone Tool will split a selected bone. To use the tool, select a bone and click on the Split Bone Tool. The selected bone will be split in two.

    ​ Free Move Tool

    Bone Editor Shortcut Keys

    ****Tool Shortcut
    Create Chain Bone B
    Create Free Bone N
    Free Move M
    Parent Bone P
    Split Bone S
    Delete Delete
    Escape Deselect Tool

    Geometry and Weight Editor

    This where the Sprite geometry is generated and vertex weights are assigned to bones.

    images/geowaiteditor.png

    Sprite geometry has to be generated first before weights can be auto-generated or applied.

    Creating and Editing Geometry

    Geometry can be generated automatically or created manually.

    Generating geometry automatically

    To auto-generate the mesh, first select a Sprite by double-clicking it. Then click on the Generate button on the top menu.

    ​ generatemesh.png

    Adjust the parameters to automatically generate a mesh that is suitable for the Sprite

    Parameter Description
    Outline Detail Specifies the density of the outline for the mesh.
    Alpha Tolerance The amount of transparency considered when generating the outline.
    Subdivide Subdivides the mesh to create additional tessellation inside of the outline.
    Creating geometry manually

    Mesh geometry can be created manually by using the Create Vertex or Create Edge feature. If there are multiple Sprites defined, Double-Click on a Sprite to select it.

    ​ Create Mesh

    To use Create Vertex, select it from the top menu. Left-Click anywhere within the Sprite Rect to create a vertex. Create Edge requires at least one vertex already created to be used. Click on vertices to create edges.

    Additionally, in Selection mode geometry can also be edited. Double-Clicking will create a vertex. Holding Shift will create edges.

    ​ createmesh2

    Assigning Skin Weights

    Switch to the Weights section. Select a Sprite to apply weights. Click on the Auto button Auto Button in the top menu to automatically generate weights based on the bones.

    In some cases the automatically generated skin weights would suffice but the skin weights can also be edited manually.

    Editing Skin Weights

    The Weight Editor is used to manually edit skin weights.

    ​ weighteditor

    The weights for selected vertices can also be viewed and further adjusted with the vertex inspector.

    ​ weightinspector.png

    Using the Skin Weight Editor

    The Weight Editor has two tools - Slider and Brush. Both tools have similar modes but provides different interactions to cater for various scenarios. While the Slider focuses on direct manipulation of directly selected vertices, the Brush tool requires a more painter approach to editing skin weights.****

    Modes

    There are three modes available to be used with either the Slider or Brush tool.

    ​ Weight Modes

    • Add and Subtract

      This mode will either add or subtract the value specified to the value of the selected vertices.

    • Grow and Shrink

      This mode will add or subtract the value specified to the value of the selected vertices only if the vertices already have influence from the selected bone, effectively growing or shrinking the pre-existing weight influence.

    • Smooth

      This mode will smoothen the different weight influence on the applied triangles effectively blending the influences.

    Slider Tool

    The Slider tool uses a Slider control to apply the selected mode. To use the Slider Tool, select vertices in the mesh and select a target bone. Then drag the Slider Control to the right or left for positive or negative values respectively. Upon releasing the Slider Control it will reset to zero and the process can be repeated. This allows incremental adjustments. Values can also be typed in directly if required.

    Slider Tool

    Brush Tool

    The Brush tool is alternate method of applying bone influence to vertices.

    brushtool.png

    Sprite Skin Component

    The Sprite Skin Component is required for the bones to deform the Sprite mesh. To use the Sprite Skin Component, add the component to a Sprite. Click on the Generate bones to generate the bone hierarchy of the Sprite.

    spriteskincomponent.png

    bonehierarchy.png

    The bones can then be manipulated with the standard Transform tools to deform the mesh and animated the Sprite. Note the Sprite Rect tool cannot be used to transform the bone gizmos.

    bonetransform.png

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    Generated by DocFX on 18 October 2023