Hi,
In its last version Animate CC allows to export Atlas textures.
Have you plan to add a player that support natively this format in PixiJs v5 like for Spine ?
Thank you
I believe that's a task for a hour or two. Day if you didnt make loaders before. How seriously you need it?
One hour or two to create a player like Spine or GAF ? It seems really optimistic. Converting the Starling GAF player to Pixi took me days. It seems not easy to create a player from scratch but if you can, I would be extremely grateful :)
It's usage is critical in a pipe where Animate CC is the animation asset tool.
I think this would be a valuable feature.
If you are looking for alternative approaches with Animate, check out PixiAnimate extension: https://exchange.adobe.com/addons/products/14345#.WagFrdgpCEc
API: https://github.com/jiborobot/pixi-animate
Extension: API: https://github.com/jiborobot/pixi-animate-extension
Thank you Matt for the link (I didn't know PixiAnimate), the problem is that vectors are kept as vectors and not converted in bitmap, that is a principle of atlas exporter.
A lot of Animate features (gradients, masks...) don't seem to work neither.
That's true, there are limits! I've used Animate a lot for PixiJS workflow. One tool that I created is a JSFL script that non-destructively converts vector to bitmaps. It's good where you want to keep some vectors and have some bitmaps.
Do you have any example Animate CC atlas files? I would have thought updating the loader to support those would be quite trivial, as they just need converting to the same internal data structure as if they were loaded from Texture Packer, etc.
But then you start talking about Spine / GAF player, which is nothing to do with an atlas file format, so I'm a bit confused which it is that's actually required.
In its last version Animate CC allows to export Atlas textures.
one or two hours for atlas textures.
@photonstorm You're back into pixi? Good :) I still dont have enough time to help with spine in phaser, but i'll do it.
I agree with @photonstorm, creating middleware or small tweaks to the Spritesheet parser, is pretty straightforward to load an Animate atlas.
The only difficulty is about trim/rotate but its managable.
@mathieuanthoine When you export a Spritesheet from Animate, which Spritesheet format are you trying to use with PixiJS?

@all, be careful of confusion between Atlas and SpriteSheets.
Flash/Animate exports SpriteSheets since a long time and it's easy to create a compatible format for PixiJs with JSFL, no need to change things in PixiJs.
But since CC 2017, the Atlas export has been added to Animate and it's one of the best feature added since a long time.
Sometimes spriteSheets are called atlas, so it's confusing but I talk about Atlas as Atlas of Texture + player of animations described with a json file for example as Flump, GAF or Spine do.
@photonstorm , you're right it's not difficult to add in the Loader the capabilities to identify the Animate Json file and parse it to generate texture, just a Texture.fromAnimateFrame method to add and a plugin in the Loader.
I started working on this but I'm not too familiar with PixiJS as you, so if you want do it please :)
The more complex thing (or the longer) is to create the player that is capable of playing the animations, buttons behavior, filters, textfield, scale9 support etc. When I look at the work done by the GAFMedia team on its exporter/player, I'm not sure that creating this player is quick and easy but I think it would be a huge addition to PixiJS if it has been added.
@photonstorm I feed my daughters and send you the files just after ;)
Only Adobe would be stupid enough to fly in the face of convention and call a custom skeletal animation file format an 'atlas' :)
Don't worry about sample files. If they haven't published data format / structure documentation for their export files there is nothing anyone can do. Maybe they have though? Perhaps lurking in the Animate folder or in the depths of their site somewhere?
Skeletal Animation file format means there's a skeletal. It's not the case each time. So Skeletal Animation is also too restrictive to describe this kind of format.
The format is totally clear, no documentation needed, it's close to the xfl format of Fla files.
Here are two animations with exports (a simple and a complex animation)
Atlas.zip
The structure is clear for that one example, but does it showcase every possible feature? Without actual docs it's just a minefield of guesswork.
@mathieuanthoine Again, the main question is whether you need this thing yesterday, or you have a schedule, and do you want help with it?
Also, how is that different from stuff that @bigtimebuddy has made?
@ivanpopelyshev Yes I certainly need this in a short time and help could be great but more than that, Animate is one of the most important 2D animation tool for games and is more and more agnostic from the player. Offering a native way in PixiJS to support atlas export format would be great, maybe more important than Spine support.
About Pixi-Animate, I explained above that it's too different.
What @bigtimebuddy is showing in the screenshot is not Atlas Exporter but SpriteSheet exporter.
Ok then, you have to talk to @bigtimebuddy because he knows animate CC formats. If you think of something concrete, I'll help with pieces of code from pixi-spine.
I think having something like this will save a lot of time for the developers. Any one already started working on it?
There is an official unity plugin is available for AnimateCC atlas.
Will it be easy to port that to Pixi or Phaser? Even CreateJS also doesn't support AnimateCC atlasses at this moment.
https://helpx.adobe.com/in/animate/using/create-sprite-sheet.html
just ctrl+C https://github.com/jiborobot/pixi-animate and make your own plugin. Also, https://github.com/rocket-ua/FlashLib, no english docs yet, but you can study the code if it contains atlas stuff
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Most helpful comment
Do you have any example Animate CC atlas files? I would have thought updating the loader to support those would be quite trivial, as they just need converting to the same internal data structure as if they were loaded from Texture Packer, etc.
But then you start talking about Spine / GAF player, which is nothing to do with an atlas file format, so I'm a bit confused which it is that's actually required.