What program should I use to make UI sprite animations for unity3D
We are creating a game with Unity engine. And we want to make UI buttons to animate when idle and on click. Which program should make the most sense to use when creating animations. Is it worth using Adobe After Effects or there a better and more optimization friendly software or methods?
As an e.g. outer circles would rotate around the play button. Simple animation, nothing too complicated.
P.S. Icons will be created using illustrator
Link to large image
adobe-illustrator svg animation adobe-after-effects sprite
New contributor
add a comment |
We are creating a game with Unity engine. And we want to make UI buttons to animate when idle and on click. Which program should make the most sense to use when creating animations. Is it worth using Adobe After Effects or there a better and more optimization friendly software or methods?
As an e.g. outer circles would rotate around the play button. Simple animation, nothing too complicated.
P.S. Icons will be created using illustrator
Link to large image
adobe-illustrator svg animation adobe-after-effects sprite
New contributor
add a comment |
We are creating a game with Unity engine. And we want to make UI buttons to animate when idle and on click. Which program should make the most sense to use when creating animations. Is it worth using Adobe After Effects or there a better and more optimization friendly software or methods?
As an e.g. outer circles would rotate around the play button. Simple animation, nothing too complicated.
P.S. Icons will be created using illustrator
Link to large image
adobe-illustrator svg animation adobe-after-effects sprite
New contributor
We are creating a game with Unity engine. And we want to make UI buttons to animate when idle and on click. Which program should make the most sense to use when creating animations. Is it worth using Adobe After Effects or there a better and more optimization friendly software or methods?
As an e.g. outer circles would rotate around the play button. Simple animation, nothing too complicated.
P.S. Icons will be created using illustrator
Link to large image
adobe-illustrator svg animation adobe-after-effects sprite
adobe-illustrator svg animation adobe-after-effects sprite
New contributor
New contributor
edited 3 hours ago
Danielillo
19.9k12970
19.9k12970
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asked 3 hours ago
Tadas
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254
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2 Answers
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For simple transform animations, Photoshop Video Timeline is enough.
Saved as a .gif file and reopen it in Photoshop, you can manipulate the animation frames:
1
And if we would like to make separate parts to move, how should we execute that then?
– Tadas
3 hours ago
2
A layer for each part, as simple as the one I made on the whole object, but by layers.
– Danielillo
3 hours ago
Also note: you can save as SVG vector art from Illustrator and bring into Unity as SVG, and use Timeline in Unity to animate there.
– GerardFalla
1 hour ago
1
@GerardFalla This in my mind is the correct answer. Would you mind writing it up
– joojaa
40 mins ago
@joojaa - per your request sir - I added a brief, but accurate answer. I think it's beyond the scope to add much more detail here on GDSE.
– GerardFalla
24 mins ago
add a comment |
Unity 3D imports SVG quite nicely, so if you are developing your sprite UI element in a vector art program like Illustrator or Affinity Designer or Inkscape, you can output your elements as pure vector SVGs, import them into Unity either using the new Vector Graphics workflow native to Unity 2018+, or using the legacy add-on SVG Importer, and then using Timeline and the standard Unity 2D tools, you can then animate those elements natively in Unity.
This will give you far more control and re-usability of those elements.
When you bring in the SVG elements, they will have the relevant meshes autogenerated, and you will need to set anti-aliasing quality per build target, and allow MSAA in the camera used for your 2D UI elements.
You might want to look through the Questions and Answers on GameDev SE, and I'd also recommend looking this Unity forum posting over too:
https://answers.unity.com/questions/1535326/png-svg-vector-graphics-sprites-quality.html
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
For simple transform animations, Photoshop Video Timeline is enough.
Saved as a .gif file and reopen it in Photoshop, you can manipulate the animation frames:
1
And if we would like to make separate parts to move, how should we execute that then?
– Tadas
3 hours ago
2
A layer for each part, as simple as the one I made on the whole object, but by layers.
– Danielillo
3 hours ago
Also note: you can save as SVG vector art from Illustrator and bring into Unity as SVG, and use Timeline in Unity to animate there.
– GerardFalla
1 hour ago
1
@GerardFalla This in my mind is the correct answer. Would you mind writing it up
– joojaa
40 mins ago
@joojaa - per your request sir - I added a brief, but accurate answer. I think it's beyond the scope to add much more detail here on GDSE.
– GerardFalla
24 mins ago
add a comment |
For simple transform animations, Photoshop Video Timeline is enough.
Saved as a .gif file and reopen it in Photoshop, you can manipulate the animation frames:
1
And if we would like to make separate parts to move, how should we execute that then?
– Tadas
3 hours ago
2
A layer for each part, as simple as the one I made on the whole object, but by layers.
– Danielillo
3 hours ago
Also note: you can save as SVG vector art from Illustrator and bring into Unity as SVG, and use Timeline in Unity to animate there.
– GerardFalla
1 hour ago
1
@GerardFalla This in my mind is the correct answer. Would you mind writing it up
– joojaa
40 mins ago
@joojaa - per your request sir - I added a brief, but accurate answer. I think it's beyond the scope to add much more detail here on GDSE.
– GerardFalla
24 mins ago
add a comment |
For simple transform animations, Photoshop Video Timeline is enough.
Saved as a .gif file and reopen it in Photoshop, you can manipulate the animation frames:
For simple transform animations, Photoshop Video Timeline is enough.
Saved as a .gif file and reopen it in Photoshop, you can manipulate the animation frames:
edited 3 hours ago
answered 3 hours ago
Danielillo
19.9k12970
19.9k12970
1
And if we would like to make separate parts to move, how should we execute that then?
– Tadas
3 hours ago
2
A layer for each part, as simple as the one I made on the whole object, but by layers.
– Danielillo
3 hours ago
Also note: you can save as SVG vector art from Illustrator and bring into Unity as SVG, and use Timeline in Unity to animate there.
– GerardFalla
1 hour ago
1
@GerardFalla This in my mind is the correct answer. Would you mind writing it up
– joojaa
40 mins ago
@joojaa - per your request sir - I added a brief, but accurate answer. I think it's beyond the scope to add much more detail here on GDSE.
– GerardFalla
24 mins ago
add a comment |
1
And if we would like to make separate parts to move, how should we execute that then?
– Tadas
3 hours ago
2
A layer for each part, as simple as the one I made on the whole object, but by layers.
– Danielillo
3 hours ago
Also note: you can save as SVG vector art from Illustrator and bring into Unity as SVG, and use Timeline in Unity to animate there.
– GerardFalla
1 hour ago
1
@GerardFalla This in my mind is the correct answer. Would you mind writing it up
– joojaa
40 mins ago
@joojaa - per your request sir - I added a brief, but accurate answer. I think it's beyond the scope to add much more detail here on GDSE.
– GerardFalla
24 mins ago
1
1
And if we would like to make separate parts to move, how should we execute that then?
– Tadas
3 hours ago
And if we would like to make separate parts to move, how should we execute that then?
– Tadas
3 hours ago
2
2
A layer for each part, as simple as the one I made on the whole object, but by layers.
– Danielillo
3 hours ago
A layer for each part, as simple as the one I made on the whole object, but by layers.
– Danielillo
3 hours ago
Also note: you can save as SVG vector art from Illustrator and bring into Unity as SVG, and use Timeline in Unity to animate there.
– GerardFalla
1 hour ago
Also note: you can save as SVG vector art from Illustrator and bring into Unity as SVG, and use Timeline in Unity to animate there.
– GerardFalla
1 hour ago
1
1
@GerardFalla This in my mind is the correct answer. Would you mind writing it up
– joojaa
40 mins ago
@GerardFalla This in my mind is the correct answer. Would you mind writing it up
– joojaa
40 mins ago
@joojaa - per your request sir - I added a brief, but accurate answer. I think it's beyond the scope to add much more detail here on GDSE.
– GerardFalla
24 mins ago
@joojaa - per your request sir - I added a brief, but accurate answer. I think it's beyond the scope to add much more detail here on GDSE.
– GerardFalla
24 mins ago
add a comment |
Unity 3D imports SVG quite nicely, so if you are developing your sprite UI element in a vector art program like Illustrator or Affinity Designer or Inkscape, you can output your elements as pure vector SVGs, import them into Unity either using the new Vector Graphics workflow native to Unity 2018+, or using the legacy add-on SVG Importer, and then using Timeline and the standard Unity 2D tools, you can then animate those elements natively in Unity.
This will give you far more control and re-usability of those elements.
When you bring in the SVG elements, they will have the relevant meshes autogenerated, and you will need to set anti-aliasing quality per build target, and allow MSAA in the camera used for your 2D UI elements.
You might want to look through the Questions and Answers on GameDev SE, and I'd also recommend looking this Unity forum posting over too:
https://answers.unity.com/questions/1535326/png-svg-vector-graphics-sprites-quality.html
add a comment |
Unity 3D imports SVG quite nicely, so if you are developing your sprite UI element in a vector art program like Illustrator or Affinity Designer or Inkscape, you can output your elements as pure vector SVGs, import them into Unity either using the new Vector Graphics workflow native to Unity 2018+, or using the legacy add-on SVG Importer, and then using Timeline and the standard Unity 2D tools, you can then animate those elements natively in Unity.
This will give you far more control and re-usability of those elements.
When you bring in the SVG elements, they will have the relevant meshes autogenerated, and you will need to set anti-aliasing quality per build target, and allow MSAA in the camera used for your 2D UI elements.
You might want to look through the Questions and Answers on GameDev SE, and I'd also recommend looking this Unity forum posting over too:
https://answers.unity.com/questions/1535326/png-svg-vector-graphics-sprites-quality.html
add a comment |
Unity 3D imports SVG quite nicely, so if you are developing your sprite UI element in a vector art program like Illustrator or Affinity Designer or Inkscape, you can output your elements as pure vector SVGs, import them into Unity either using the new Vector Graphics workflow native to Unity 2018+, or using the legacy add-on SVG Importer, and then using Timeline and the standard Unity 2D tools, you can then animate those elements natively in Unity.
This will give you far more control and re-usability of those elements.
When you bring in the SVG elements, they will have the relevant meshes autogenerated, and you will need to set anti-aliasing quality per build target, and allow MSAA in the camera used for your 2D UI elements.
You might want to look through the Questions and Answers on GameDev SE, and I'd also recommend looking this Unity forum posting over too:
https://answers.unity.com/questions/1535326/png-svg-vector-graphics-sprites-quality.html
Unity 3D imports SVG quite nicely, so if you are developing your sprite UI element in a vector art program like Illustrator or Affinity Designer or Inkscape, you can output your elements as pure vector SVGs, import them into Unity either using the new Vector Graphics workflow native to Unity 2018+, or using the legacy add-on SVG Importer, and then using Timeline and the standard Unity 2D tools, you can then animate those elements natively in Unity.
This will give you far more control and re-usability of those elements.
When you bring in the SVG elements, they will have the relevant meshes autogenerated, and you will need to set anti-aliasing quality per build target, and allow MSAA in the camera used for your 2D UI elements.
You might want to look through the Questions and Answers on GameDev SE, and I'd also recommend looking this Unity forum posting over too:
https://answers.unity.com/questions/1535326/png-svg-vector-graphics-sprites-quality.html
answered 25 mins ago
GerardFalla
2,742215
2,742215
add a comment |
add a comment |
Tadas is a new contributor. Be nice, and check out our Code of Conduct.
Tadas is a new contributor. Be nice, and check out our Code of Conduct.
Tadas is a new contributor. Be nice, and check out our Code of Conduct.
Tadas is a new contributor. Be nice, and check out our Code of Conduct.
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