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  4. 0.6.1.0 Bug Fixes Fixed a bug where children of stroke would shift angles when moved or redrawn outside of rigging mode. Fixed a bug where children of strokes would shift angles after bring dragged and dropped when in rigging mode. Fixed a bug where adding a mesh to a bone after adding the bone to the stroke would break the hierarchy and cause unpredictable behavior. Fixed a bug where in certain edge cases, children of strokes would have their local positions calculated extremely inaccurately, causing unpredictable behavior. Fixed a bug where having a mix of bone with stroke children and strokes with bone children would cause edits in one part of the rig to affect other parts of the rig. Fixed a bug where in certain edge cases stroke children could have their inverse positions permanently stuck at the wrong value, causing undesirable behavior. Fixed a bug where attempting to redraw a stroke while hovering another another object would cause that object to get selected and dragged instead. Known Issues Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state Undo and Redo don't always function correctly with the new features Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now. When changing curvature of a ligament with real-time preview in Rig Preview Mode, display temporarily changes to whatever image is set as default in the rig It's possible to make an object the child of multiple other objects causing unpredictable behavior.
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  6. Thank you for your patience everyone. I'm fully settled into the new place, and all the issues that were preventing me from working have been resolved. Releases should be roughly every two weeks again, beginning now. It may take more than one release per item, but here are the remaining features that will be implemented before the beta. From there it will just be bug fixes, working on initial implementations, and making small quality of life changes until 1.0. Image swapping Linking deformers Hierarchical deformation Sub-Entities Miscellaneous workflow and UX enhancements (smaller, simpler features that will be quick to implement) 0.6.0.0 Change Log Additions Added the ability to add additional images to a texture set and swap between them: While in rigging mode, right-click a mesh, and select add image to set, and click and drag an image as usual from the file palette. When you confirm the position of the new image, it disappears. You can now right click on your mesh, and mouse over select image to choose between all the meshes in the set. Each textures's relative position, angle, and flip (more on this below), is retained, and you can edit this by choosing the image you want to edit, right-clicking the mesh, and choosing reposition mesh. While in rigging mode, you can also re-order images by dragging and dropping them in image picking dialog. Added the ability to flip meshes horizontally and vertically: When editing mesh position (either before confirming for the first time, or by right clicking the mesh and choosing reposition mesh), you can right click the mesh, and mouseover one of the flip icons to flip the mesh. This menu won't disappear until you click away from the menu or confirm your mesh, so you can toggle both axises freely without having to right-click again. Clicking an a flip icon while already hovering it will toggle the flip again. The image will also be displayed flipped (or not) in the image picking dialogue. Smaller additions, Changes, and Enhancements Added the right click options from Animation Mode to Rigging Preview Mode, so you can now edit colors, opacity, z-order, and swap images while previewing your rig. Added a small indicator on parent strokes when editing child strokes and child bones, to show where along the stroke the child object is attached. Added an icon to confirm mesh when editing the position of meshes. Alternatively, you can still just double-click to confirm a mesh as well. Cleaned up right-click menu for meshes in rigging mode, completely hiding options that aren't available depending on whether you are currently editing a meshes position instead of dimming them. Color dialogue now appears offset from the mouse for easy reach while not obstructing the spot where a mesh was clicked to bring up the dialogue. Bug Fixes Fixed a bug where attempting to add a stroke with a child mesh to another stroke would fail and leave the program in an unstable state. Fixed a bug where children of strokes would still reevaluate their relative positions when moved outside of rigging mode resulting in incorrect behavior and shifting movement on other keyframes. Fixed a bug where redrawing a stroke in Rigging Mode would alter the position of child strokes and bones. Fixed a bug where adding a child stroke that had a mesh child of its own would distort the child mesh. Fixed multiple related bugs dealing with nested stroke hierarchies shifting unpredictably when parents or children were altered. Fixed a bug where the "drives" shortcut was not working in the file dialog, making it impossible to switch to other drives. Fixed bug where projects with ligament rigs would load improperly. Fixed bug where it took multiple undos to undo the creation of a stroke. Fix a bug where after the creation of a stroke, it wouldn't be visible until an attempt to redraw the stroke. Fixed a bug where you couldn't add a second non-deformable mesh to the same bone. Known Issues Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state Undo and Redo don't always function correctly with the new features Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now. When changing curvature of a ligament with real-time preview in Rig Preview Mode, display temporarily changes to whatever image is set as default in the rig
  7. I remember quite a few Godot users have asked about support over the years. Once Spriter 2 is fully functional and it's initial runtimes are released, this won't make Spriter Pro completely obsolete, especially for those who have already been working on Spriter pro made animations, and people working on pixel art games, or who want to use other features or the art packs which currently only work with Spriter Pro. If you do want to make a plug-in, be sure to reference one of the existing open source plug-ins from here: https://brashmonkey.com/spriter-runtime-apis/ And feel free to contact us directly at mail@brashmonkey.com if there are any questions blocking you regarding the data format etc.
  8. Hi I'm willing to consider creating a port to Godot, however will I be wasting my time because Spriter 2 will be out soon?
  9. I recommend purchasing Camtasia Studio. It's the easiest software I've found for recording video, and commentary(I talk into a headset while recording).
  10. So, after searching on Google, I found a solution from this article.
  11. Hi Guys. Open for Commissions! Be sure to contact me at jana@2dpixx.de if you need help with your 2D Game projects. For some insight to my work, I invite you to have a look at my Artstation profile and/or other social channels. https://www.artstation.com/2dpixx There are a lot of videos included. Displaying the process of illustration and some basic animations. Below is a preview of what you can expect: For further information on commissions visit my website and guidelines page: https://www.2dpixx.de/guidelines.html All in all I am open for all kinds of conversations as long as they are serious and kind. Best regards!
  12. Awesome. Thanks for all the information, @Mike at BrashMonkey ! Yeah, I realize the Spriter applications are used for animating, and not for image design. For now I outsource all my art. Most games I go with pixel art(love that old school vibe), and lately I've been working with more vector art. So no worries there. I can use Pro Motion NG for pixel art, then find something for vector art, if needed(mostly just work with pixel art). Just trying to figure out which applications to use for what, as I take on more of the artistic side of things over time. I sent an email out to Jan over at Cosmigo earlier today regarding the installs allowed under a single license. Just waiting to hear back regarding that, and then I'll go ahead and place an order with BrashMonkey. Thanks for your help clearly answering my questions! I'm sure I can figure out pretty easy way to cut, copy animations to do what I need to do. I'm currently working in Construct 3. So I'll also look into plugins/APIs/whatever is needed to use the tweening features directly in the engine Hope you are having a fantastic day!
  13. Animations are made in Spriter, but all images used to create the animations (like body parts) must be made in a different program and saved as PNG's, then used in the Spriter animations. If you carefully create animations (of a character for example) using the same exact bones and skeletal structure in both animations, then some of the real-time play-back plugins for Spriter projects, like for Unity and Construct 3 do indeed supporting blending (tweening) smoothly between the two animations instead of just ending one and playing the next afterward. Yes, you can install Spriter Pro on multiple devices, just don't let anyone use any of the installs at the same time you are using it. I don't know the anser regarding Pro Motion NG. I suggest you contact cosmigo directly about that. Spriter 2 will eventually offer better features for animating entire scenes, but first we need to focus on finally getting version 1.0 out with all the core features for animating individual objects. cheers.
  14. Hey @Mike at BrashMonkey. I appreciate the response Most of the art I am using was made in Spriter. So I thought it may be possible to tween two animations together, which have already been setup in Spriter. I believe the spriter project file contains the animations that were made as well as the images themselves... But, not 100% sure. I'll have to look into that. I'm considering Pre-ordering Spriter 2 either way. It seems like a very useful tool for the toolbox. Here is a another question for you. I would open another thread, but it took a couple days for this one to go live. As far as the licensing goes. Can I install Spriter Pro on multiple devices? Also asking this question in regards to, Pro Motion NG, but that is another developer, so not sure if you might know the answer as far as Pro Motion NG goes.. Basically... I have an older model HP Spectre x360, the style laptop that can fold over into tablet mode. I'll be doing most of my art and animation on there. But, it would be nice to be able to install a copy of the applications on a desktop or two as well. Is this allowed under a single license? I would be the only person using the applications. But, it would be nice to have it on the desktops I do my game design/dev work on, for any finishing touches on sprites, animations, etc, without having to jump back and forth between computers/devices. I also plan on getting a touch screen drawing tablet for my desktop in the future as well. I used to have a nice 24", from Wacom years ago, and looking to eventually get whatever the newer model is. EDIT: I looked into the EULA and Terms of Use, but could not find an answer to this question anywhere, unfortunately.
  15. Hi brainwavecreations, Spriter does not directly support vector art and you can not create vector art in it. You'd need to save the art out as PNG images before you can use them in Spriter. Also, Spriter is really made for animating individual objects, effects, or characters for games and is definitely not the best tool for trying to animate entire scenes. Also, while Spriter Pro does have a sub-animation feature, it's quite limited and not supported by any of the video game run-times as far as I know, so it's only useful if you plan to export the final animation to sprite sheets or an animated GIF. It really sounds like for what you're after there are more appropriate tools than Spriter which you'll be able to do a lot more with.
  16. I get the point, so, thanks for the tip, anyway.
  17. Hey all. I've been looking into buying Spriter Pro, for both vector art, and pixel art animation. Just wondering if someone out there can answer pretty basic questions. Is it possible combine two animations easily using Spriter? Say if I have an animation of the character running, and an animation of the character shooting. Can you combine the two to create a running & shooting animation easily? Would it be easier to just create a new animation from the running animation? I guess you could even copy the bottom half of one animation, and the top half of the other to create a running & shooting animation. As you basically need the legs to run, but have the upper part of the body shooting. So, overall I guess there would be a few ways of going about it. Also, how difficult is the learning curve of Spriter? I have some animation knowledge, and have done a bit of pixel art, and pixel animations, as well as 3D modeling back in the day(working with low poly models, and a bone structure for animation). Now I'm mainly working with vector art made in Spriter, but created by other artists, then exported into sprite sheets, and animation frames. Also have some packs, that come with the Spriter files for use in the application.
  18. Running macOS Big Sur v. 11.5.2 on a Mac mini M1 w/ 16gb ram
  19. That one in the video sees to be using a particle system. You can't do anything like that in Spriter. Well, you could do it all manually, but that would be a massive amount of work.
  20. Excellent. Would you mind letting us know which version of Mac OS you're using.
  21. Please try this build and see if it works for you or not. https://drive.google.com/file/d/1rNiq2WOtQd1oi_R7H9WA_gH7baTutE3w/view?usp=sharing
  22. Just trying to determine if I can use this program on my Mac Mini M1. Any help would be appreciated. Thank you, Bob
  23. Will SpriterPro work on a Mac Mini?
  24. Hi Thanks for the tip. I have running this one on the engine: Now, I want to make my own, so looking for some tool that help me to make nice animated spritesheets.
  25. Hello everyone. I am new to this forum and this is my first post also For the last couple of days, I am looking for some best recording software for YouTube. Can anyone help with this regard? Any help will be appreciated.
  26. Sorry for the confusion the store's silly interface causes. Because it may have also been offered in bundles before, that's how the store is trying to say "if you purchased one of those bundles, this would be included, therefore free for you to download". It's a very poor way to convey pricing information. The actual price if you click the buy button is 24.99, which you'll see after clicking the buy button. Don't worry, clicking the first buy button won't try to charge you anything, it's just to begin the process of confirming price etc.
  27. i don`t know what is from $0 This is free? or i am must buy?
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