Creating a Project and Slicing Sprites

Sandor Kiss
A free video tutorial from Sandor Kiss
Teaching 600,000+ Students, Performance Marketer
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Lecture description

In this lecture, we will create an empty Unity project. Make sure that you create a 2D project because this will affect the way your sprites are imported into the project. We`ll import the character sprite sheets and slice them with Unity's Sprite Editor tool.

Learn more from the full course

Simple and Advanced Topics of Animating 2D Characters

A comprehensive and easy to learn guide to make 2D bone-based characters from scratch.

03:31:52 of on-demand video • Updated February 2017

  • Create custom bone-based animated characters in Unity 3d
  • Work with sprite sheets in Unity. We'll cover importing, slicing and setting up the pivot points.
  • Assemble bone based 2D characters, organize all the body parts in Hierarchy and prepare for animating.
  • Create Idle, Walk and Jump animations for your character. We'll make a Jump animation with an interesting technique that involves Blend Trees.
  • Configure transitions between animations in the Animator component.
  • Write a simple controller script that will let our character move on the level and jump.
  • Use ScriptableObject assets to store outfits of your character.
  • Apply outfits from your custom-made assets to your character changing the way he looks.
  • Display extra clothing and decoration items like bracelets, necklaces as a part of your character's outfit.
  • Make characters with joints that will be able to “turn into” differently shaped characters while using the same animations.
English [Auto] Hello everyone and welcome to this lecture. So in this video will actually start working on this application. And in order to do this of course we have to create a new empty Junichi project. So once you open you need you have to select this new button here after you do this you have to select a path for your new project in this location text box. You have to pick a project name I'll call this project custom characters project. I think I'll disable unity analytics for this one. And another thing that's very important for us and we want to get it tries is this option we want to make our project to D. So I'll move this checkmark from 3D into 2d. And after this I can click on this create Project button. So let's do that and after a while unity will open and you will see this most basic set up so this is an empty scene. It has just the main camera and your SS folder is absolutely empty so so far you have nothing in your project now. It's always a good idea when you create a new project to save the scene that you're going to work in. For now it is called Untitled and it is not saved in our project. So in order to save the scene we can go to file and you are not able to see this menu. But here you can select Save seen as and here you should type a name for your scene and I'll call mine something like a main scene and click save. After you do this your main scene appears here inside of your S's folder so if you want to return to editing this scene you can just double click on this main see an icon here and you will get the scene opened in your scene view in the higher key and so on. And the next thing that we should do is export all the assets all the resources that we already have available for making this app. And in order to make this application we'll be using a set of art with these beach characters. So that's the first thing. And the second thing we'll have a couple of scripts in this project as well. So now it is time to import everything that we have into our project and in order to do that. Let me show you I'll open the folder with all the assets and because I've already done some work in this project I've already made a project that is fully functional so I already know what I am doing. And right now we are just inside of the assets folder of that functional project. So the things that I want to grab and bring into our new project are these images and these files for license and the Rimi file that came with these assets. So I want to keep them but I want to get rid of all the meta data because otherwise my images will appear as sliced in our new project and I don't want that. So I actually want to show you how this is made. Will go to. Folder in my project and I'll try to keep the same folder structure so I'll go to create create a folder that will be called sprites and inside of the sprites folder I'll create another folder that will be called characters. Let's open the characters folder. I will return back to this folder select our images that are actually spreadsheets. I also like the license and the read me files in case if you want to find the source of these images and use them in your game or in your other projects and we import everything the scripts images all the other assets into Junichi just by dragging and dropping them into the folder in our project. So once we do that all images are imported into our project and currently they are all set to Spryte mode single. Let's check out what I mean so I'll select this one image texture type is set to Spryte to D and UI and Spight mode is set to single in this case. This is Sprite sheets so we want to set it to sprite mode multiple. And I'll do that. So I'll go to this dropdown menu and here instead of single I'll select multiple And I have to do this for all the other sprites as well. So for this sprite I'll hit apply. So I'll select these two and three we can edit multiple sprites at once and for both of these sprites I'll also select multiple and hit apply after we have done that we can select each individual image and I can open this other window that is called the sprite editor. So here inside of this sprite editor will do the same operations for each of our images will go to slice and we'll keep all these options are they currently are. So the type of slicing is set to automatic and will hit slice after this unity will automatically slice our image and there are some images that we need for our future work and some images that we do not need. For example I don't think that we need all these example frames because they actually don't represent the animations of walking and running. And if you just try and make a walking animation for example out of these frames they're not very accurate and your character will not appear as walking. In this tutorial we will talk about a thing that is called bone based animation so we do try to make all the information out of these body parts that we have for our characters so we'll treat them as separate things. His torso his legs the skirt and his arms all the other body elements that he has. And we do. And he made them as separate objects. But for now we want to get rid of all the sprites that were cut out by unity that we don't need. So literally every single one of these small sprites that show us examples of animation frames we don't need them. So we can just select one of them and present the lead on our keyboard and we can do that for each and every one of these sprites. We can also delete the sprites that unity has noticed here in these letters so this letter is Spryte letter D We also will not need all these letters sprites. You won't need these island boy words. And for some other things like ice for example unity has Katoh these eyes and eyebrows as separate objects so there is this left eye and his right eye. And what you want to do here is delete the sprite on the second. I choose the sprite on the first. And we want to make these eyes appear as one. And we want to do the same thing for the eyebrows. So I'll delete this second Spryte from the second eyebrow. And I want to fit these eyebrows onto one single sprites. So it might seem like it's a lot of work. We have to do this for every single of these sets of eyes and eyebrows and we have to delete all these unwanted sprites. But this work is purely mechanical So these are all the same actions repeated over and over again. And I don't think that you spend much time on this. I think that I'll do all these actions myself and then I'll just present you with a project where all the sprites are cots and ready for our future work. So I wanted to thank you for watching this tutorial in the next lecture. We'll start with the sprites that are already sliced appropriately and we'll start making our so-called balloon based character model and preparing it for animations. Thanks for watching the scores. And see you in the next lecture.