Closed dannygaray60 closed 1 year ago
Hello @dannygaray60, thanks for reporting this. I have to look into it, but this looks like a deliberate decision introduced in #64 .
I believe the idea was that when linking multiple aseprite files from different sprites in the same animation player, the ones not related to the animation being played would be hidden, allowing splitting animations across multiple files.
This clearly conflicts with your use case, but I would expect sprites not linked to any aseprite file to be ignored.
I’ll run some tests and think on a solution as I don’t really use the plugin this way. @TheOrioli as you have a better understanding about this feature do you have any notes or suggestions on this?
The big headache here is how to determine "sprites not linked to any aseprite file" in a user friendly, non-confusing way.
Perhaps the correct solution to the problem is to not iterate over all the Sprite nodes in the scene, but instead to iterate over all sprite nodes with animation in the current AnimationPlayer. This would mean the behavior of creating the "visible" track for a node is emergent, only happening when an animation is added to the same animation player. This would solve the UX issue presented here.
I've been wanting to do an update that enables the usage of the plugin with TextureRects, so I could give this a look together with that. No promises on a timeline though 🙂
@dannygaray60 for a quick fix in the meantime, you could edit the source code of the plugin in your project. These lines https://github.com/viniciusgerevini/godot-aseprite-wizard/blob/master/addons/AsepriteWizard/animation_player/animation_creator.gd#L234-L243 are responsible for creating the visible track, you could either delete them, or set the value for the visible track to true, or whatever else you need.
@TheOrioli thanks for the answer!
Thank you so much for this amazing plugin! However, I see a curious error... When importing the aseprite file, in the animationplayer, the plugin adds tracks from other sprites (which are in the same parent as the animation sprite) and it is set with visible = false
This becomes a problem because it hides the sprites of other objects (such as weapons) that have no relation to the aseprite file.
I have tried to delete these tracks, but they always reappear when importing animations. Tested in Godot 3.5.1