You would have to split every sprite, center every sprite, before re-sheeting it. That doesn't really solve the problem either. Centering is fine if they are all uniform. That's rather uncommon. For example, the death animation is going to be misshapen (as it extends farther than the rest, it will fall and slide backwards to stay centered), so you have to figure out the distance of the death sprite max and extend every sprite canvas on both sides (and top), the total distance from the largest sprite horizontally and vertically, before centering and re-sheeting. Given that you can even see minor differences between frames, on the example sheet he used, this adjustment is not sufficient for most sprite sheets. I'd still go back and split with Alferd Spritesheet Unpacker, look at sprite dimensions of the files, load into Photopea and adjust each one manually, while naming them, then repack with Texturepacker. Sprite adjustments are what I do when I wake up in the morning.
@@Jack9C As an experienced Aseprite user (since I made well over 1k$ with it, I guess you could say professional to some extend) I strongly disagree. The best course of action is to make the canvas for all sprites equal and for simplicity square. The key is to make them way oversized for the usual sprites but accomodating for your one animation that is really out of bounds from the others. Yes, you have to center every sprite, but not individually either. You can use the move tool (v shortcut by default) and select multiple frames (for example an idle animation) and move them all at once. If you use this tool and press CTRL you also see the distance between the sprite bounds and every edge of the canvas so it's pretty fast to center. Although I usually would just add all sprite animations to one file, region them, edit them where needed, and put a background with a sort of crosshair below them, perhaps a pseudo ground line too. It may not be as quick as the method shown here but it sure is more precise. Usually you don't get offcentered sprites anyways or make your own.
Bro thanks a lot, i actually got stuck in this problem for way too much time.
Thank you for saving me 4 and a half hours!
About ready to give up on animation player until this vid, awesome job
Thank you so much!!! You are save my time!!!
I'm trying to figure out why the texture region tab doesn't show up for me
Same for me, any updates?
@@joksta5 Create a 2D scene
Add a Sprite node
Add a Texture to it
Turn on region_enabled
Open the TextureRegion tab
Change the Snap Mode
Obrigado pela Legenda! Saudações do Brasil BR
I just fixed it in aseprite. Like i just added the canvas size in aseprite to center it.
You would have to split every sprite, center every sprite, before re-sheeting it. That doesn't really solve the problem either. Centering is fine if they are all uniform. That's rather uncommon. For example, the death animation is going to be misshapen (as it extends farther than the rest, it will fall and slide backwards to stay centered), so you have to figure out the distance of the death sprite max and extend every sprite canvas on both sides (and top), the total distance from the largest sprite horizontally and vertically, before centering and re-sheeting.
Given that you can even see minor differences between frames, on the example sheet he used, this adjustment is not sufficient for most sprite sheets. I'd still go back and split with Alferd Spritesheet Unpacker, look at sprite dimensions of the files, load into Photopea and adjust each one manually, while naming them, then repack with Texturepacker. Sprite adjustments are what I do when I wake up in the morning.
does aseprite is free?
@@Jack9C
asprite canvas size add empty space to canvas that means every frame automatically
@@Jack9C As an experienced Aseprite user (since I made well over 1k$ with it, I guess you could say professional to some extend) I strongly disagree.
The best course of action is to make the canvas for all sprites equal and for simplicity square.
The key is to make them way oversized for the usual sprites but accomodating for your one animation that is really out of bounds from the others.
Yes, you have to center every sprite, but not individually either.
You can use the move tool (v shortcut by default) and select multiple frames (for example an idle animation) and move them all at once.
If you use this tool and press CTRL you also see the distance between the sprite bounds and every edge of the canvas so it's pretty fast to center.
Although I usually would just add all sprite animations to one file, region them, edit them where needed, and put a background with a sort of crosshair below them, perhaps a pseudo ground line too.
It may not be as quick as the method shown here but it sure is more precise.
Usually you don't get offcentered sprites anyways or make your own.
@@hiiambarney4489 how tf are you making money off aseprite
Was about to give up tyyy :D
Is there a way to do it with an AnimatedSprite2d node?
Here's my solution:
Instead of "animated_sprite_2d.flip_h = (input_axis < 0)",
I used, "animated_sprite_2d.scale.x = input_axis"
Super helpful
Good to know! Thanks!
simple and effective thks
Thank YOU
thank you so much omg
Thanks !
Thank you so much
do this for godot 4 i need help omfg
hate this crap makes me wanna stop before i even try
is your texture region also missing?
mines is toooo
@@kagemwf
Ikkk most of what i do is search for shit
you have to hit edit region inside the of the region tab where he went to hit enable