Releases: boneboxid/AATTAAI
Releases · boneboxid/AATTAAI
Release list
v 2.1.0
v 2.0.0
AATTAAI v2.0.0 — Major Release Notes 🥳
We are thrilled to announce the release of AATTAAI v2.0.0 (Adobe Animate Texture Atlas Animation Importer for Godot 4)! This major milestone introduces a brand-new Visual Controller API, non-destructive incremental scene updating, a high-performance animation selector for large animation packs (80+ animations), an enhanced preview viewport with origin & floor grid, batch interpolation tooling, and numerous QoL upgrades.
✨ Highlights & What's New
1. 🎭 Standalone Visual Controller (AATTAIController)
- Global Reskinning: Swap the entire character sprite sheet at runtime or in the inspector using
change_skin(new_atlas_texture)with automatic slot preservation. - Slot-Based Overrides: Swap individual body parts or weapons (e.g. equipping a standalone sword/axe PNG) via
set_slot_texture("weapon", axe_texture). - Custom Node Equipment: Attach custom nodes (VFX particles, Hitboxes
Area2D, weapons, 3D elements) directly into character bone/layer slots viaequip("weapon", item_node). - Playback & Signals: Clean animation relays (
play_anim(),flip_h(),animation_finished,skin_changed,slot_changed).
2. 🔄 Non-Destructive Incremental Scene Update (Update Existing Scene)
- Added
🔄 Update Existing Scenemode to inject new animations or update existing tracks in your.tscncharacter file without overwriting or deleting custom user nodes (Hitboxes, Hurtboxes, Cameras, Particles, Audio, or custom scripts).
3. 📋 Animation Checklist & Fast Search (80+ Animations Ready)
- Compact 2-Column Grid Layout for clean browsing.
- Real-Time Search Bar (
🔍): Filter animations instantly by keyword. - Quick Selection Buttons:
☑️ All,⬜ None, and🎯 Select Filtered(selects only animations matching the active search query).
4. 🎬 Upgraded Viewport Preview with Origin & Floor Grid
📏 GridToggle: Coordinate grid lines (64px/32px), Ground line (Red X Axis), Center line (Green Y Axis), and(0, 0)pivot marker.🔁 LoopToggle: Toggle preview looping on or off (plays once and stops at the final frame).- ⚡ Live FPS Override: Instant preview update when adjusting the FPS override spinbox.
- Debounced Viewport: Silky-smooth 60 FPS editor performance even when managing massive animation packs.
5. ⚡ Batch Set Animation Interpolation Tool
- New editor tool under
Project Menu → Tools → Batch Set Animation Interpolation.... - Batch-modify track interpolation types across any character scene using exact names, comma-separated lists, or wildcard patterns (e.g.
attack*,hit_react,*pixel*).
6. 🎯 Animation Track Interpolation Modes
- Choose your preferred interpolation during import:
Linear (Smooth Tween)(Default)Nearest / Stepped (Frame-by-Frame)(Traditional 2D / Anime / Pixel Art feel)Cubic (Spline Curve)
7. 📌 Pinned Bottom Action Bar & UI Polish
- Action buttons (
Fresh Import,Update Scene) and status indicators are permanently pinned at the bottom—no stretching or resizing windows needed.
📦 Compatibility & Links
- Engine Compatibility: Godot 4.0 – 4.4+
- Adobe Animate: 2020 – 2025+ (Texture Atlas JSON format)
- 🛒 2D Assets & Character Packs: bonebox.itch.io
- 🛠️ Batch Export Tool (JSFL): Batch-Export-Texture-Atlas
💻 GDScript Quick Example (v2.0.0 API)
extends CharacterBody2D
@onready var visual: AATTAIController = $AnimatedCharacter
func _ready():
# Connect signals
visual.animation_finished.connect(_on_anim_finished)
# 1. Global reskin
visual.change_skin(preload("res://skins/ice_warrior.png"))
# 2. Swap individual weapon skin
visual.set_slot_texture("weapon", preload("res://sprites/axe.png"))
# 3. Equip VFX / custom hitbox
var fire_fx = preload("res://scenes/vfx_fire.tscn").instantiate()
visual.equip("weapon", fire_fx)
# 4. Play animation
visual.play_anim("attack_combo_1")
func _on_anim_finished(anim_name: String):
if anim_name.begins_with("attack"):
visual.play_anim("idle")