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  3. Hi, I have a situation with easing curves. As you can see on this screenshot, I don't have key frame for my head part at frame 100 So the easing curve for the HEAD should go from frame 0 to frame 200 using the easing curve I've set on frame 0. Easing look like this : But the problem is, even tho the HEAD bone doesn't have a key frame at frame 100, it splits easing in two and in reality it looks like this when playing the animation : When I do some tests and delete keyframes at frame 100 from LEG_RIGHT, ARM_LEFT, LEG_RIGHT_CLOTHES and ARM_LEFT_CL
  4. I had a play around with the pivot, positional and scale values. Look like I needed to invert the `y` and `scale_y` values too but it's looking good! Animation doesn't look as smooth as I'd expect but that's something I'll definitely be able to debug and fix. Thanks for the help mate; I can't explain how many headaches this has caused me
  5. Ah. I either created and lost, or never got around to creating a little set of gifs that showed common issues like this, and how to solve them. If I remember correctly this could be the texture coordinates being reversed in that engine? Try changing every pivot point to (pivot.x, 1.0 - pivot.y) as you load it (essentially flipping the pivot on the y axis).
  6. It was there some months ago. Seems like it was removed without a comment. Is Spriter dead?
  7. Well, that's solved part of my issue, thanks I feel so dumb that it was THAT obvious! Was kinda hoping one thing would solve all my problems but I still can't seem to figure out why the legs and arms appear to have their positions swapped. I'm wondering if they're just parented to the incorrect bones... somehow... or whether I'm applying transformations to bones that I shouldn't be?
  8. hello @brinsleylogic, it looks like it might just be the opposite rotation angles for that framework. Try taking the negative of each angle when you load the file and see if that fixes it.
  9. Don't worry, the UI is still very much not complete. We'll make sure there's a convenient on screen way to access all required features. Thanks very much for the feedback.
  10. Welcome Slomes! A trick you can use for idle animations to keep the feet totally still is to simply de-parent the feet from the leg bones before you begin animating that animation. Meaning when there is only the base key frame at zero in the time line, make the feet bones or feet images no longer a child of the leg bones... that way, when you move the body or legs, the feet stay put.
  11. So I'm new to the program and trying to create an idling motion for a character i made. My problem is the following: 1: I have my initial position of the character: 2: I then add a frame at 200/400 time, where i move the Parent bone 2 pixels down, and then adjust the child bones a bit so the feet stay same place. the created frame would look like this: All good so far. The problem starts here, where after doing that, the program adds a "jump" at 1/400 time, right after the starting point, where the whole body drops 2 pixels down. Looks like this: That makes the a
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  13. It is good to see that, that the project is still being updated and that a good part has already been implemented, but in terms of UI / UX is very bad, I tested the current alpha and I was frustrated with the number of times I used shortcut instead of buttons. The old Spriter UI was not bad, just old. Perhaps a more traditional UI approach would be more interesting.
  14. Hey guys, I've played around with Spriter on and off for a few years but never really done much with it, but recently I decided to try and throw something together to get an animation loaded and playing in pixi.js. After weeks of playing around and a bunch of googling, I have... something... but I'm not 100% sure what's wrong with my implementation here. Any pointers in the right direction would be great! Everything seems offset by 180 degrees, not entirely sure why though. Arms and legs appear to be positioned on the opposite sides. Hands and feet are attached t
  15. Change Log Additions Added check for save changes when exiting application through windows rather than the in application UI Added context menu for entity states (animations) - right-click on entity state name Added ability to duplicate entity states Added ability to delete entity states Added ability to drag multiple selected keys at once Changes Moved 'Create New Entity State' to the new entity state menu Bug Fixes Fixed a bug where a check for saving changes would occur after making no changes to a new or
  16. Change Log Additions Added multi-drag/rotate when multiple objects are selected Added easing curves for keys (right click on a key) Added ability to add new entity states (animations) Added ability to rename objects and entity states Added ability to exit to main menu Bug Fixes Fixed a bug where the first attempt to open the value editor by right-clicking a key wouldn't display the proper value Known Issues Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable
  17. Hello everyone! I tried to look on this forum but the search bar is not working for me. When i press start on steam, it shows me running and then shows Start again, like Spriter just opened and closed fast. When i try to open directly on folder, it says that cant find VCOMP120.DLL. I already reinstalled but didn´t work. Can someone help me please?
  18. Hi there, why we couldn't use multiple Entity in Construct 3? the objects got doubled even though it's the same resource. I would like to create 2 different entities on the same character. i.e Entity1 (collection of animation without holding a flashlight), Entity2 (collection of the same animation, but withholding a flashlight) I hope you got it. Thank you!
  19. Hello. Sorry about that delay. I hadn't received the email, but Mike forwarded it to me. It was the problem I mentioned in my last reply. I will get this fixed in the next plugin build so this isn't necessary in the future, but you can fix the issue immediately by renaming your objects that have characters C3 can't use for object names (like spaces). For instance if you rename JARI DEPAN to JARI_DEPAN and JARI BELAKANG to JARI_BELAKANG then future reimports work correctly.
  20. hi @arcadesindo - I'm not able to reproduce the problem on my end. I did find that if you have characters (like dashes -) in your sprite names that c3 can't use in an object it will duplicate those. If you'd like to send us your zipped Spriter project to mail@brashmonkey.com I can take a look.
  21. I'm bringing this to Edgar's attention. Hopefully he can see the cause of the issue. In the meantime, you're potentially wasting a large amount of memory and performance by making your character at such a high res and then scaling it down in C3. You can create an entire clone of your project from Spriter to the reduced size, and then C3 won't have giant images to use to recreate your animations.
  22. Construct 3 r241 Stable Spriter 2-6-2021b Stable Please have a check
  23. This issue seems totally resolved. Make sure you're using the latest version of the Spriter plug-in, and the latest stable version of Construct 3, export your spriter project as scon, zip the images and scon only into a zip file with the exact same name as the scon file (but ending in .zip) and then drag in into the appropriate layout in your Construct project. This should properly update and replace the old one in your Construct project. If this doesnt work, please screen record your attempt so we can see what's going on.
  24. Hello, any update? I'm also have this problem till now..
  25. You need to install the correct version of the Visual C++ Redistributable Microsoft Visual C++ 2015 Redistributable Update 3, installs, MSVCP140.dll and MSVCR140.dll. Microsoft Visual C++ 2013 Redistributable, installs, MSVCP120.dll and MSVCR120.dll bitlife pc jiofi.local.html
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