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2 changes: 1 addition & 1 deletion .github/workflows/docs.yml
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ jobs:
mkdocs-material-

- name: Install dependencies
run: pip install mkdocs-material mkdocs-static-i18n
run: pip install mkdocs-material mkdocs-static-i18n mkdocs-callouts

- name: Deploy docs
run: mkdocs gh-deploy --force
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13 changes: 7 additions & 6 deletions docs/en/workflow/usage_asset_pipeline.md
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Expand Up @@ -18,10 +18,11 @@ This triggers the conversion process, generating `.ssab` and `.ssqb` files in th
Drag and drop the generated `.ssab` file into the 2D viewport to place a `SpriteStudioPlayer2D` node in advance (see [Basic Usage](usage_basic.md) for details).

> [!TIP]
>
> <video autoplay loop muted playsinline width="100%">
> <source src="../../assets/sspj_import.webm" type="video/webm">
> <source src="../../assets/1-sspj_import.webm" type="video/webm">
> </video>
> *(※ Video showing the drag-and-drop import of an .sspj file into the SS Import dock will be placed here)*
> <img src="../../assets/1-sspj_import.webp" width="100%" style="display: none;">

---

Expand All @@ -36,8 +37,7 @@ When working in Godot and feeling the need to tweak an animation, you don't have
This action automatically launches SpriteStudio and opens the underlying `.sspj` file, allowing you to start editing immediately.

> [!NOTE]
> ![Opening SSPJ from the Inspector](../../assets/open_sspj_from_inspector.png)
> *(※ Image highlighting the "Open SSPJ" button in the Inspector will be placed here)*
> ![Opening SSPJ from the Inspector](../../assets/5-open_sspj_from_inspector.png)

---

Expand All @@ -54,10 +54,11 @@ With just the following steps, your changes will instantly reflect in the game (
> You can call SpriteStudio directly from the Inspector with the node selected, and immediately reconvert in Godot after editing. **This powerful asset pipeline that allows seamless transition between SpriteStudio and Godot** drastically lowers the cost of trial and error during animation adjustments.

> [!TIP]
>
> <video autoplay loop muted playsinline width="100%">
> <source src="../../assets/fast_iteration_inspector.webm" type="video/webm">
> <source src="../../assets/2-fast_iteration_inspector.webm" type="video/webm">
> </video>
> *(※A video demonstrating the fast workflow: Open from Inspector -> Save in SpriteStudio -> Reconvert in Inspector -> Preview updates instantly)*
> <img src="../../assets/2-fast_iteration_inspector.webp" width="100%" style="display: none;">

---

Expand Down
17 changes: 13 additions & 4 deletions docs/en/workflow/usage_basic.md
Original file line number Diff line number Diff line change
Expand Up @@ -15,10 +15,11 @@ Taking advantage of Godot's powerful editor, you can set up an animation with th
This action automatically creates a `SpriteStudioPlayer2D` node and assigns the resource to it.

> [!TIP]
>
> <video autoplay loop muted playsinline width="100%">
> <source src="../../assets/setup_drag_and_drop.webm" type="video/webm">
> <source src="../../assets/3-setup_drag_and_drop.webm" type="video/webm">
> </video>
> *(※ Short video showing node creation by dragging and dropping an .ssab file will be placed here)*
> <img src="../../assets/3-setup_drag_and_drop.webp" width="100%" style="display: none;">

---

Expand All @@ -39,15 +40,23 @@ Once the node is selected, you can adjust various settings from Godot's Inspecto
1. **Select an `Animation`**
Open the dropdown for the `Animation` property in the Inspector. You will see a list of animations contained in the `.ssab`. Select the name of the animation you want to play.

> [!TIP]
>
> <video autoplay loop muted playsinline width="100%">
> <source src="../../assets/4-inspector_preview-1.webm" type="video/webm">
> </video>
> <img src="../../assets/4-inspector_preview-1.webp" width="100%" style="display: none;">

2. **In-Editor Preview**
With the node selected, the **SpriteStudio** bottom panel appears. Use its transport controls (play from start / play from current / stop and the frame scrubber) to **play the animation directly in the editor without running the game**. Keyboard shortcuts mirror the AnimationPlayer editor: **D** play from current, **Shift+D** play from start, **S** stop (active while the panel is visible).
Changes to parameters like `Frame`, `Speed`, and `Loop Count` are reflected in the preview in real-time, enabling quick adjustments.

> [!TIP]
>
> <video autoplay loop muted playsinline width="100%">
> <source src="../../assets/inspector_preview.webm" type="video/webm">
> <source src="../../assets/4-inspector_preview-2.webm" type="video/webm">
> </video>
> *(※ Video showing the animation preview via the SpriteStudio bottom panel will be placed here)*
> <img src="../../assets/4-inspector_preview-2.webp" width="100%" style="display: none;">

---

Expand Down
7 changes: 3 additions & 4 deletions docs/en/workflow/usage_scripting.md
Original file line number Diff line number Diff line change
Expand Up @@ -60,8 +60,7 @@ func _on_animation_finished(anim_name: String):
```

> [!NOTE]
> ![Signal connection screen](../../assets/signal_connection.png)
> *(※ Image showing signals connected in the "Node" tab of the Godot editor will be placed here)*
> ![Signal connection screen](../../assets/6-connect_signals_node_tab.png)

### Example: Triggering Events using User Data
This is an example of receiving user data configured in SpriteStudio (such as playing footsteps or generating attack hitboxes) and processing it in the game.
Expand Down Expand Up @@ -99,5 +98,5 @@ func change_weapon():
This feature allows you to build an efficient avatar system without needing to prepare multiple animation variations for each part.

> [!TIP]
> ![Before/After comparison of equipment change](../../assets/change_equipment.png)
> *(※ Before/After image comparison of the character changing weapons will be placed here)*
> ![Before equipment change](../../assets/7-cellmap_override_before.png)
> ![After equipment change](../../assets/7-cellmap_override_after.png)
13 changes: 7 additions & 6 deletions docs/ja/workflow/usage_asset_pipeline.md
Original file line number Diff line number Diff line change
Expand Up @@ -18,10 +18,11 @@ SpriteStudioPlayerForGodot は単にアニメーションを再生するだけ
生成された `.ssab` を 2D ビューポートへドラッグ&ドロップして、あらかじめ `SpriteStudioPlayer2D` ノードを配置しておきましょう(詳細は [基本的な使い方](usage_basic.md) を参照)。

> [!TIP]
>
> <video autoplay loop muted playsinline width="100%">
> <source src="../../assets/sspj_import.webm" type="video/webm">
> <source src="../../assets/1-sspj_import.webm" type="video/webm">
> </video>
> *(※上記に .sspj を SS Import ドックへドラッグ&ドロップしてコンバートする様子の動画が入ります)*
> <img src="../../assets/1-sspj_import.webp" width="100%" style="display: none;">

---

Expand All @@ -36,8 +37,7 @@ Godot で作業中に「もう少しアニメーションを微調整したい
この操作により、SpriteStudio が起動して元となる `.sspj` ファイルが開き、すぐに編集作業に入ることができます。

> [!NOTE]
> ![インスペクタからSSPJを開く画像](../../assets/open_sspj_from_inspector.png)
> *(※ここにインスペクタ上の「Open SSPJ」ボタンがハイライトされた画像が入ります)*
> ![インスペクタからSSPJを開く画像](../../assets/5-open_sspj_from_inspector.png)

---

Expand All @@ -54,10 +54,11 @@ SpriteStudio 側でアニメーションを修正して保存したら、Godot
> ノードを選択したままインスペクタから SpriteStudio を呼び出し、編集後すぐに Godot 上で再コンバートをかけることができます。**SpriteStudio と Godot をシームレスに行き来できるこの強力なアセットパイプライン**により、アニメーション調整におけるトライアンドエラーのコストが劇的に下がります。

> [!TIP]
>
> <video autoplay loop muted playsinline width="100%">
> <source src="../../assets/fast_iteration_inspector.webm" type="video/webm">
> <source src="../../assets/2-fast_iteration_inspector.webm" type="video/webm">
> </video>
> *(※上記に「インスペクタから開く -> SpriteStudioで保存 -> インスペクタでReconvert -> プレビューが即座に変わる」という一連の高速ワークフロー動画が入ります)*
> <img src="../../assets/2-fast_iteration_inspector.webp" width="100%" style="display: none;">

---

Expand Down
17 changes: 13 additions & 4 deletions docs/ja/workflow/usage_basic.md
Original file line number Diff line number Diff line change
Expand Up @@ -15,10 +15,11 @@ Godot エディタの強力な機能を活かし、最短の手順でアニメ
これだけで自動的に `SpriteStudioPlayer2D` ノードがシーンに追加され、リソースの割り当ても完了します。

> [!TIP]
>
> <video autoplay loop muted playsinline width="100%">
> <source src="../../assets/setup_drag_and_drop.webm" type="video/webm">
> <source src="../../assets/3-setup_drag_and_drop.webm" type="video/webm">
> </video>
> *(※上記に .ssab をドラッグ&ドロップしてノードが自動生成される様子を示す動画が入ります)*
> <img src="../../assets/3-setup_drag_and_drop.webp" width="100%" style="display: none;">

---

Expand All @@ -39,15 +40,23 @@ Godot エディタの強力な機能を活かし、最短の手順でアニメ
1. **`Animation` の選択**
インスペクタの `Animation` プロパティのドロップダウンを開くと、`.ssab` に含まれるアニメーションのリストが表示されます。再生したいアニメーション名を選択してください。

> [!TIP]
>
> <video autoplay loop muted playsinline width="100%">
> <source src="../../assets/4-inspector_preview-1.webm" type="video/webm">
> </video>
> <img src="../../assets/4-inspector_preview-1.webp" width="100%" style="display: none;">

2. **エディタ上でのプレビュー**
ノードを選択すると **SpriteStudio** ボトムパネルが表示されます。先頭から再生 / 現在位置から再生 / 停止のトランスポートとフレームスクラバを使って、**ゲームを実行せずにエディタ上でアニメーションを再生**できます。ショートカットは AnimationPlayer エディタと同じく **D** 現在位置から再生 / **Shift+D** 先頭から / **S** 停止(パネルが表示中に有効)。
`Frame` や `Speed`、`Loop` などのパラメータを変更するとリアルタイムにプレビューへ反映されるため、素早い調整が可能です。

> [!TIP]
>
> <video autoplay loop muted playsinline width="100%">
> <source src="../../assets/inspector_preview.webm" type="video/webm">
> <source src="../../assets/4-inspector_preview-2.webm" type="video/webm">
> </video>
> *(※上記に SpriteStudio ボトムパネルでプレビューが動く様子を示す動画が入ります)*
> <img src="../../assets/4-inspector_preview-2.webp" width="100%" style="display: none;">

---

Expand Down
7 changes: 3 additions & 4 deletions docs/ja/workflow/usage_scripting.md
Original file line number Diff line number Diff line change
Expand Up @@ -60,8 +60,7 @@ func _on_animation_finished(anim_name: String):
```

> [!NOTE]
> ![シグナル接続画面の画像](../../assets/signal_connection.png)
> *(※ここに Godot エディタ右側の「ノード」タブでシグナルを接続している様子の画像が入ります)*
> ![シグナル接続画面の画像](../../assets/6-connect_signals_node_tab.png)

### 実装例: ユーザーデータを使ったイベント発火
SpriteStudio 上で設定したユーザーデータ(足音の再生、攻撃判定の発生など)を受け取り、ゲーム側で処理を行う実装例です。
Expand Down Expand Up @@ -99,5 +98,5 @@ func change_weapon():
この機能により、アニメーションデータをパーツごとに何パターンも用意することなく、効率的なアバターシステムを構築できます。

> [!TIP]
> ![着せ替えの Before/After 比較画像](../../assets/change_equipment.png)
> *(※ここにキャラクターが武器を持ち替えた Before/After の比較画像が入ります)*
> ![着せ替え前](../../assets/7-cellmap_override_before.png)
> ![着せ替え後](../../assets/7-cellmap_override_after.png)
1 change: 1 addition & 0 deletions mkdocs.yml
Original file line number Diff line number Diff line change
Expand Up @@ -32,6 +32,7 @@ theme:

plugins:
- search
- callouts
- i18n:
docs_structure: folder
languages:
Expand Down
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