Incorrect size of TextureAtlas using "Generate Sprite Sheet..."

1. create a shape of any size. a 4*4 rectangle for example
2. using "Generate Sprite Sheet..." to make a TextureAtlas
3. check the generated config file, the size is wrong: "<SubTexture name="Symbol 1 instance 10000" x="2" y="2" width="5" height="4" pivotX="0" pivotY="0"/>"
width should 4, not 5.
Both Flash Pro CS6 and Flash Pro CC have this bug.

Hi Qizhi
Can you try this. Round of the  X and Y position to a whole number on the stage.
Example . Make X = 335 and Y = 54 for the symbol on stage.
Let me know if this helps.
Reagrds
Avinash

Similar Messages

  • What I do after generate sprite sheet?

    Hi,
    I generated my sprite sheet. I have two files. One png and one xml file. How do I use xml file in Flash? Is it possible to generate sprite sheet and use it in a movieclip?
    I want to put my animation on stage with programation (AS3).
    Thank you,
    Have a nice day.

    Please refer the tutorials here
    You will get an idea how sprite will use animations.
    . http://www.hsharma.com/tutorials/starting-with-starling-ep-1-intro-setup/

  • Generate sprite sheet problem - MaxRects and Stack frames issue

    Hi.
    After last update of Flash CC, I have two problems with generating spritesheets.
    First, using MacRects Algorithm, there are a few strange rotated texture. This is old bug from Flash CS6.
    Second, using Stack Frames, 32 frames animation ( have 12 key frames ) became only 5 textures.
    I think this option make silmiliar frames into one statcked frame. But too much stacked. I lost 7 key frames.
    What do i have to do??

    Thank you for your reply. But I think it's not the font problem.
    The A alphabet is just used to replaced the original picture.
    I can't post the picture because it has copyright.
    I am wondering if it's a bug of flash. There are always a few clip got rotated near the end of the png.
    can someone give any help?

  • Why are my sprites sheets not sizing/aligning properly?

    I'm trying to export my Flash animations as sprite sheets to import into the Unreal Engine.  But I keep running into issues where the reported sprite size/locations reported by Flash aren't quite right.
    My example generated sprite sheet, it was generated with no border/shape padding:
    The first bit of the sun.json file it generates, it says every frame is 214 x 214.
    {"frames": {
    "Sun Spin0000":
        "frame": {"x":0,"y":0,"w":214,"h":214},
        "rotated": false,
        "trimmed": false,
        "spriteSourceSize": {"x":0,"y":0,"w":214,"h":214},
        "sourceSize": {"w":214,"h":214}
    If I load the sprite sheet into cs6 and shrink the canvas size down to 214 x 214, you'll see the first frame is already starting to show tiny slivers from adjacent frames.
    I'm not using padding around the borders or between frames. You can see the there is enough padding already IMO.  The problem to me seems to be that Flash
    isn't properly outputting the the values into the JSON file, which then I'm using to import into the Unreal engine. If I can't trust these values to be correct,
    even if I were to add in padding to alleviate this, I will still have to manually adjust the frame size/locations of every frame of every sprite sheet by hand.

    what's the size of your untransformed suns?  are they 214x214?
    if so how are you loading your spritesheet and displaying the sprites?

  • CS6 Sprite Sheet animation alignment puzzle

    Hey all, I greatly enjoy using Flash CS6's Generate Sprite Sheet tool since it's much much quicker than exporting all the sprites and using TexturePacker (though I wager TP would provide far better optimization). One problem I seem to have is aligning different animations to the same origin - which isn't the origin of the sprite (top left corner).
    Say my character Jim has two animations:
    Run (small sprites, as he runs in place)
    Jump (short and tall sprites, and a bit wider than the Run)
    I currently generate a sprite sheet by highlighting both clips and right clicking. This gets me a perfect Sprite Sheet with both animations and their respective names (based on MC name). The Run and Jump frame sizes are different, because the Jump sprites are taller than the Run sprites -- this all makes sense.
    What doesn't is that there's zero information on how those two animations should be placed such that Jim can go from playing his run animation and then his jump animation with his feet in the same place, despite the fact that if you inspect either of those clips Jim is standing right at Flash's little origin point at the start of both.
    Sure, the data file (JSON in my case) has all the offsets for placing the individual frames in the right place, but how do I align Jim's feet from one set of frames to the next without having to do it all by hand? To date the only workaround I've found is to dump all the animations into a single timeline such that they all take the same frame size, but this is TERRIBLE for managing sprites and animations since it gives all the frames the same name as the combined timeline.
    What I really need is another set of numbers in the Sprite Sheet data file that tells me the frame x & y offset from Flash's movieclip origin. I have a suspicion this doesn't exist and is impossible.
    At a loss here other than aligning each animation's frame by hand, which may have to be done every time an interal sprite changes size.
    Thanks for any insight, none of the Adobe pages or demos go into any depth other than creating a sprite sheet of a single image or animation.

    Yes, I understand how to make animations blend together, but my question relates to the technical side of how sprite sheets are generated.
    When I generate a sprite sheet from multiple animation movieclips each animation has a unique frame size that Flash calculates and codes into the data file, and that frame size is not the size of document but the size of the smallest frame that can fit all of the sprites in the animation. I can't control this frame size or define a region within the document that is the frame size. Each animation within the sprite sheet could have a different frame size.
    I'm interested to know if there is a way to view, generate, or export the data that would relate one animation frame to another so that a character (Jim) could be standing at the movieclip origin in the Run animation which is size A and also be standing at the movieclip origin in the Jump animation which is size B, and not only are A and B different sized frames, but none of the corners are coincident. Since it doesn't do this currently I'd have to manually code the offsets of each animation to a common origin instead of being able to use the one that's already in Flash.
    I don't see how any of the default data that is exported along with the spritesheet PNG could relate that info and I'm very curious.
    (I could do it by putting every animation within the same movieclip, but then the spritesheet tool is pretty useless since it'd all be one animation)

  • Multiple Movie symbols into one sprite sheet

    I have my character split into different symbols. Arms, Head, Body and so on. Each symbol (movie clip) has its own timeline of animation. How do I get all of my symbols into one clip without losing animation? I've tried selecting all of the symbols and and creating a new movie clip out of all of them together but when I try to covert to sprite sheet, it is just my entire character with no other sequences of movement on the sprite sheet.
    Thank you in advance

    There are a couple of things you could try depending on what exactly you need.
    1. Assuming your character has all the different body parts as separate symbols with their own animations within.
         a. Select all the body-part symbols in Library or on Stage, right-click and select 'Generate Sprite Sheet..' 
         b. Check the sprite sheet preview - each of the selected symbols are packed one after the other.
    2. If you have one Movieclip containing all the body part symbols and you wish to export the animation as it is ==>
         a. Double click on the main movieclip to get inside it.
         b. Select all the body part symbols on stage and change their instance type to Graphic in the Properties panel.
         c. Increase the frames in the main movieclip's timeline (press F5) to cover the entire animation of its children.
         d. Now generate the sprite-sheet for main movieclip from library or stage and check the preview.

  • 0000 on the end of a subTexture name in the sprite sheet generator

    How can I get rid of the 0000 on the end of a subTexture name in the .xml atlas file created sprite sheet generator? (I'm using the Sparrow v2 option) is there anyway to stop that form being tacked on?
    Thanks for any help.

    Hi Terry,
    You mentioned DNS servers. I see a DNS tab in the Network settings control panel. Right now there is a single IP address in the DNS Servers list. But just about everything in this control panel is mumbo jumbo to me. I know barely enough to keep myself operational, but I'm often hesitant to monkey around in there. I'm happy to listen, however, if you want to clarify further.
    DNS is the system that converts the human-readable web addresses into things (namely the IP address) that computers can use to find the other computers out there on the internet. Think of it as being like a phonebook - say you need to call Bob, you'd check the phonebook to find out his number to call him.
    So, for example:
    - say you type www.apple.com into the web browser
    - the browser then makes a request to the DNS asking for the location of the Apple web server (it's IP address)
    - the browser then uses this IP address to contact Apple and request the page
    In Charter's case, when you type just 'apple', instead of their DNS servers returning that the address does not exist, they instead redirect you to their search pages instead.
    So, if you specify different non-Charter DNS address (the ones I mentioned above are from Verizon), you should avoid the problem you are seeing. Make a note of your existing entry if you're worried about replacing it and then you can change it back should this not improve things.
    Hope that makes more sense, but yell if not

  • How to generate multiple sheets using xml publisher

    Hi,
    how to generate multiple sheets using xml publisher.
    Thanks,
    Nur

    http://lmgtfy.com/?q=how+to+generate+multiple+sheets+using+xml+publisher

  • Using Sprite Sheets?

    Hi
    I created a sprite sheet in Flash and imported it into Edge Animate, all is well.
    In Animate I now see the individual cells of the sprite sheet as Symbols, but now what? How do I actually bring each symbol into Animate to duplicate the animation on the Animate timeline? I'm just not seeing the forest through the trees....
    Thanks,
    Rich

    Hi richardELeach,
    In the time that the experts get back to you, can you have a look at this tutorial to see if it helps?
    Create Animations in Adobe Edge Animate CC using Sprite sheets - YouTube
    Thanks,
    Preran

  • Sprite sheet from PhotoShop CC 2014 layers to Edge Animate?

    Hi
    The Photoshop CC 2014 script that takes layers and generates a sprite sheet to the latest Edge Animate does not appear to work correctly. Unless I"m missing something very obvious (that isn't in the instructions below provided by Adobe), it doesn't take the seperate layers and seperate them out correctly in the output png file.   Any suggestions? Thanks -  would LOVE a quick answer -
    http://blogs.adobe.com/edge/2014/09/18/export-sprite-sheet-from-adobe-photoshop/

    Hi Sharon
    You are right. Open the .jsx file in text editor of choice and change the function the following:
    function translateActiveLayer(deltaX, deltaY) {
        //see http://wwwimages.adobe.com/content/dam/Adobe/en/devnet/photoshop/pdfs/photoshop-cc-scripti ng-guide.pdf on how to use script listener.
        var desc = new ActionDescriptor();
        var ref = new ActionReference();
        ref.putEnumerated(charIDToTypeID("Lyr "), charIDToTypeID("Ordn"), charIDToTypeID("Trgt"));
        desc.putReference(charIDToTypeID("null"), ref);
        var coords = new ActionDescriptor();
        coords.putUnitDouble(charIDToTypeID("Hrzn"), charIDToTypeID("#Pxl"), deltaX);
        coords.putUnitDouble(charIDToTypeID("Vrtc"), charIDToTypeID("#Pxl"), deltaY);
        desc.putObject(charIDToTypeID("T   "), charIDToTypeID("Ofst"), coords);
        executeAction(charIDToTypeID("move"), desc, DialogModes.NO);
    Will PM you the updated script if needed. ( And also the blog post soon )
    Regards
    Avinash

  • Flash Pro CS6 - Exporting Sprite Sheet With EaselJS JSON Data

    Hi,
    I've imported a png sequence into Flash Pro and have been trying to get the new sprite sheet generation feature to export JSON data in EaselJS format, but when I choose the EaselJS option from the dropdown menu, I only get a window function:
    (function(window) {
    }(window));
    However, when I export as JSON, I do get proper JSON data.  Is this a known issue with EaselJS support in CS6, or should I be doing something differently?  I'd rather not use Zoe, the SWF to EaselJS AIR utility, because the pngs are fairly large and Zoe seems to have a maximum dimention cap for exporting sprite sheets, I get 12 of them whereas Flash Pro is able to auto detect dimentions, exporting one sprite sheet, which is great, I just need to get it to generate the EaselJS data along with it.  Thanks in advance!

    Thanks, I was just about to convert the JSON file myself, then I read your reply, tried it and viola.  Do you happen to know why EaselJS can only read symbols, even if I labeled my frames? 

  • Exporting PSD for Sprite-Sheets

    Hi, I have several sprites animated and saved in PSD form, how do I now convert them into Flash Professional so I can turn them into a sprite sheet from there?
    I have tried several ways but importing the PSD file doesn't load the layers up, it only loads the top one.

    Yes that should be possible using the above script. It generates a png sprite containing images on all the layers and a metadata file (.eas) for importing it into Edge Animate.
    If it doesn't work, can you share one of your psd files so that I can try out with it.

  • Sprite Sheet CSS Help

    So I recently discovered the effectiveness of using sprite sheets for multiple images, like if I have a hover image state and a normal image state to just put them inthe same image and change the background position.
    So I tried it but I can't get it to ever work...here is my code:
    .class {
              display: block;
              height: 80px;
              background: url(../images/img.png) 0 0;
    .class:hover {
              background: url(../images/img.png) no-repeat 1000 0;
    It displays the image, but then when I hover it still dispalys the same position.

    I forgot to mention the size of the image is 2000 x 60 so I want the first 1000 x 60 to show, then on hover the second 1000 x 60 to show

  • Help: importing PNG's Alphas to make a sprite sheet

    Hi All,
    I need some help with making PNG sprite sheets with Photoshop CS4 Extended.
    The issue is with Photoshop. When I bring in the PNG animation sequence image 1 then 2 I lose the alpha after that.
    What is the best way to bring in multpel alphas to make a sprite-sheet? The trick I have used so far has given me
    bad results.
    * Note: I have rendered out 35 frames of an animation sequence from 3Ds Max 9 as .PNGs & .TGAs with alphas.
    Thanks in advance :-)
    My curent way of doing this is:
    Steps:
    1. Launch Photoshop CS4 Extended
    2. Set document size to 256X512
    3. Set up a grid 32X32 pixles
    4. Open Frames 1 to 35 of animation
    5. place frames in order on sprite sheets
    Note: open "Channels Panel" observe only the 1st frame has an alpha
    And my work-around is to do the same steps for the alpha by opening each frame in Photoshop and going in the Channels tab and selecting just the alpha layer. Then copy and pasting it into new photoshop document to make the sprite sheet's alpha. Once
    the alpha sprite sheet is done copy and paste it into the original sprite sheet document.
    This sounds like a lot of steps and it is...

    Hey All,
    Thanks for posting :-)
    Hi Chris Cox,
    The PNG format out of Photoshop does not work in computer game graphics for some reason so the game artist use SuperPNG. To get SuperPNG to work it must have an alpha channel for the transparency to work in game engines like GameMaker & GarageGames.
    HI Paul Riggott,
    I am using a software tool like File Sticher called GlueIt and it is working great for me. But this is one extra step I am trying to remove to my art pipe-line.
    Here is the current result in the GameMaker v7.0
    Here is the my current work flow in Photoshop CS4 Extended

  • Using a style sheet with hbj:link

    Hi guys,
    I'm looking for a way to use a style sheet that I've created in my jsp with an hbj:link tag. Here's my style sheet:
    <STYLE type="text/css">
    a.button
    a.button:active, a.button:focus, a.button:hover
    </STYLE>
    Here's my link:
    <hbj:link
         id="<%=linkId%>"
         text="Sign Me Up"
         tooltip="<%=toolTip%>"
         onClick="signupLinkClick"
         linkDesign="REPORTING"
         >
    </hbj:link>
    I've tried wrapping an <a href="#" class="button"> tag around the hbj:link tag, but that didn't work. Any ideas?
    Thanks!
    -Stephen Spalding
    Web Developer
    Graybar

    Hi,
    there is a possibility to change the default style, but is not really clean. The browser when rendering a tag uses the last defined style for this tag. So you can redefine it. I used it in a DynPage, it worked ok.
    First run the iview with standard style (normally). Look into the sourc of the page and find your "Sign Me Up" link. Check the class of the <a> tag. For instance it is a "urLnk".
    Now just modify your style definition:
    <STYLE type="text/css">
    urLnk.button {
    padding: 2px 10px 3px 10px;
    border: 2px outset #cccccc;
    background: #C0C0C0;
    color: #000;
    font-size: 11px;
    text-decoration: none;
    height: 19px;
    vertical-align: bottom;
    urLnk.button:active, a.button:focus, a.button:hover {
    border: 2px inset #c0c0c0;
    vertical-align: middle;
    background: #cccccc;
    color: #000000;
    text-decoration: none;
    </STYLE>
    and so on...
    Hope this helps,
    Romano

Maybe you are looking for

  • Upgradation from XI 3.0 to PI 7.4

    Hello All, My client want to update all the interfaces in XI 3.0 to PI 7.4 single stack version. Can anybody throw some lite on how to upgrade to PI 7.4? What are the impacts and issues might face? Thanks Sridhar Goli

  • Insert, Append to Storyline Key Command Shortcuts Not Working

    Hi, When I try to use the keyboard shortcuts for Append to Storyline (E), Insert (W), etc are no longer working in my FCP X. Any suggestions would be appreciated. Running FCPX 10.1.4

  • Drag and Drop (Trying to do a copy but it does a Move instead)?

    I have implemented drag and drop throughout my application and it works fine as long as I drag from a non-editable component (Table, TextArea, etc.) to an editable component (TextArea or TextField). However, When I drag and drop from an editable comp

  • Finder window flashing

    When I click on the music, HD, and photos category in my finder window, the entire window flickers. I ran a hardware test, and everything came up fine.This problem seems to gradually be getting worse.

  • How to I create and eprint account

    HP Laserjet CP1525nw iPad 2 Want to be able to use eprint to remotely print from my iPad at work to my home printer. Thank you