Can someone help me make sense of the plist file?
It's a texture packer file, I wrote a little program to clean up the binary plist file and output an easier to parse txt file and already have the framework to export individual frames.
However, I'm having trouble rebuilding the images.
As you can see, the third frame jumps quite a bit.
I arranged the images the way it's specified here:
Here is the plist data that corresponds to that animation:
Code:
TILB
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frames
robin_attack_front2_0001.png
frame
298,2,134,256
offset
3,0
rotated
0
sourceColorRect
84,22,134,256
sourceSize
296,300
robin_attack_front2_0002.png
frame
2,562,220,274
offset
-34,9
rotated
0
sourceColorRect
4,4,220,274
sourceSize
296,300
robin_attack_front2_0003.png
frame
2,2,280,294
offset
-5,-1
rotated
1
sourceColorRect
3,4,280,294
sourceSize
296,300
robin_attack_front2_0004.png
frame
2,284,290,276
offset
1,-10
rotated
0
sourceColorRect
4,22,290,276
sourceSize
296,300
metadata
format
2
realTextureFileName
robin_attack_front2.png
size
512,1024
smartupdate<
$TexturePacker:SmartUpdate:90ef147479a05a4d1a8aec7c27331458$
textureFileName
robin_attack_front2.png
And here's the source image:
I'm not using offset, I don't know how offset is meant to work, since simply adding those values throw the sprites even more out of position in relation to each other.
I don't see any value that could help me push down the third frame to it's position.
Any help appreciated.
EDIT: I tested a bunch of other animations and it seems like only a few have problems, most came out perfect using the values fromsoruceColorRect, I guess I can simply manually fix the ones that come out bad.
Any recommendation on what to use to make contact sheets?
This should push me back to the top 50 uploaders on TSR XD