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Question by Spinnernicholas · Nov 16, 2013 at 10:57 PM · spritesprites2d animationanimation editorkey-frame animation

Unity 4.3 - 2D Animation - Dope Sheet Not Working!!

I am trying to animate a sprite using the new dope sheet in the animation editor and it is not working. I have used curves in the past to animate all sorts of things, and it works great. But, I don't know if I'm doing something wrong or don't know how to use it, but the Dope Sheet isn't working to animate 2D Sprites. I am a very technical person and do I.T. and computer programming, so this is very frustrating. Here is a description of my problem:

I have a sprite sheet with 64x64 pixel sprites in a 8x3 grid, all aligned at center. I have a single scene with only a camera and a sprite object. I added the animation component to the sprite.

I created 1 animation and added the spriterenderer sprite property to the animation. It automatically created a key frame at 0:00 and 1:00, I added one at 0:30. I then selected the key frame at 0:30 and changed the sprite property.

Hit play on the animation window, the animation runs, but they sprite stays as the sprite I selected for 0:30.

Is this a glitch? or Am I missing something?

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Answer by Spinnernicholas · Nov 29, 2013 at 08:12 PM

You can only use the dope sheet with the Animator Component, not the Animation Component.

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avatar image Reaktor · Dec 01, 2013 at 09:09 AM 1
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This is valid answer. I found out that if you pull multiple sprites from assets to scene, it automatically creates animator component.

Simply put: it's not enought that you have sprite and start to modify it's dope sheet -timeline, you also need to have animator component (the one which has state-boxes, as shown in Unity's official 2D workflow tutorial Youtube-video).

You can check what needs to be added / modified if you first pull multiple sprites to scene and let Unity pre-create needed components & settings (dope-sheet should work for this sprite automatically). Then simply recreate same settings to your original sprite, make sure that dope-sheet starts working, and then you can delete redundant sprite & it's animation (created by unity).

It's kind of misleading that you can modify dope-sheets even without animator component. Almost all the other element changes work on dope sheet without animator controller, but modifying "sprite" -state doesn't.

avatar image Spinnernicholas · Dec 13, 2013 at 05:04 PM 0
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Well said Reaktor, thank you.

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Answer by Key_Less · Nov 27, 2013 at 05:02 PM

I ran into this exact same issue last night and I was able to get around it. Once I sliced my sprite sheet, I selected all the sprites that were part of a particular animation, and dragged them into the scene view. This automatically created an animation for me using those sprites.

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avatar image Spinnernicholas · Nov 27, 2013 at 05:05 PM 0
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Thank you for the work around, It doesn't really answer what is going on? But, that will at least help me move forward.

avatar image Spinnernicholas · Nov 27, 2013 at 05:06 PM 0
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The weirdest part is that it seemed to be working in the beginning and then it just stopped. I don't remember enough about what I did to deter$$anonymous$$e what I was doing differently.

avatar image Key_Less · Nov 27, 2013 at 05:20 PM 0
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I'm not sure I understand what you meant in your last comment. Are you saying the animation doesn't loop?

avatar image Spinnernicholas · Nov 27, 2013 at 05:24 PM 0
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When I first made a simple animation, it worked. Then I tried to make a more complex animation and it didn't work, all frames changed to the same sprite. Then I tried a simple animation again and it didn't work.

avatar image Key_Less · Nov 27, 2013 at 05:43 PM 0
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How are you changing your animations? Have you tried manipulating your sprites by dragging them into the dope sheet after you created the animation? (Not 100% sure, but I think you can only manipulate the sprites that were used to create the animation.)

I created my animations by selecting all "idle" sprites for example, and then drag them into the scene view to create the idle animation, then do the same for "run", etc.

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