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  4. I have pre-ordered Spriter 2. Will there be a Chinese (Simplified) language setting in the future?My English is not very good, so I have to use translation tools.
  5. ok, I'm glad you found a solution. I think what I was talking about only applies to IK constraints.
  6. Thank you for the timely reply. Unfortunately holding the right mouse button over the parent bone did not prevent the child bone to be scaled with it. I had to manually reset the scaling properties of the child bone in order to obtain a longer (scaled) parent bone and a non-scaled child bone.
  7. @Justin I recently updated the first post in this thread, please read it and download the zip file and try to run the files inside and hopefully that will resolve the issues for you.
  8. Sorry, we did not directly develop the Spriter plugin for Multimedia Fusion and your best bet for technical support for it is on their forums and by contacting its developer directly. Unfortunately we've not heard from any other Multimedia Fusion users for many years. :(
  9. @Johrivnomil Spriter 1 will still be useable, but no longer updated, as development has moved on completely to Spriter 2. Spriter 1 owners will keep access to it as a separate program.
  10. We do have plans for such things down the line, but cany promise when or to what degree any particular physics based feature might be added.
  11. @GreenRock You'd have to delete the images themselves from the project folder, then re-save your spriter file. This should do it, but when re-loading your project, Spriter will complain there are missing images if you are referencing them in a character map for example.
  12. Try holding the right mouse button while your mouse is over the parent bone, and then hovering over the inheritance icons and release the mouse button. This should toggle the child bones from inheriting things like scale.
  13. Hi all, my name is Giovanni. I hope this message finds you well. I am writing this post because I need help with Spriter Pro, which I acquired trough Steam. My question is: how can I scale a bone of the skeleton of my character, without affecting the child bones? For example I would like to extend the lower arm (scale on x axis), but I don't want the hands of my character to be bigger/smaller than default dimensions. The reason of the bones hierarchy is to move the hands when I rotate the lower arm. In two words I want the hands to be attached to the lower arm, but not scaled if I have to extend my character lower arm. Thank you so much for your attention, Best regards Giovanni Battilana
  14. Hello everyone, the next build will take longer than the two week release cycle to complete, as we are approaching the end of the alpha period. There are a couple of loose ends from some of the early code we'd like to tie up to prevent any further stability related bugs. We appreciate your patience. 0.9.7.6 Change Log Additions Added a default easing curve option in the status bar while in Animation Mode. This automatically sets the easing curve for newly created keyframes. Added keyboard shortcuts Ctrl+1 and Ctrl+2 to skip to the previous and next frames in Animation Mode, respectively. (The keys 1 and 2 without Ctrl already skip to the previous and next keyframes.) Added the ability to create a 'Key All' for every frame between two other keys in one step (hold Ctrl while clicking the 'Key All' button in Animation Mode when the timeline is set between two keys). Bug Fixes Fixed a critical bug where projects with multiple contour deformers would load in a corrupt state. Unfortunately, this fix breaks compatibility with projects saved in prior versions. Fixed a bug where the 'Key All' button did not inverse before keying, which caused an explosion of parts. Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do not change when mesh images are swapped
  15. If available, some software programs have a feature to identify and manage unused assets. To use this feature, look for a menu option related to 'Assets' or 'Resources' and find a sub-option related to 'Unused Assets' or 'Clean Up.' The steps required may vary depending on the software used, but this option should scan your project and identify any unused images, including those associated with deleted objects. Follow the prompts to remove the unused assets from your project.
  16. Are you adding built-in physics to Spriter 2? There are many similar programs to Spriter, but what makes Live2D Cubism stand out from all of them and is better than others is its built-in physics
  17. I wonder, what's going to happen with Spriter 1 once Spriter 2 comes out? Are we going to be able to use it indefinitely, or will Spriter 2 replace it?
  18. 0.9.7.5 Change Log Changes and Enhancements Initiated restructuring of core systems to enhance stability, paving the way for wrapping up the last features in alpha development. Bug Fixes Resolved several additional stability issues related to hierarchy modifications. Started the refactoring process to fix new bugs identified during expanded testing. Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do not change when mesh images are swapped
  19. Using the spriter extension works fine until I try and flip it horizontally in which the animation turns invisible. I have tried to use two separate animations under the same entity, one flipped and one not, as well as the "Change horizontal flipping" action under the Spriter extension. Any help would be appreciated. Thanks.
  20. When I try to run Spriter this error shows saying "The code execution cannot proceed because MSVCP120.dll was not found. Reinstalling the program may fix this problem" I already reinstalled it many times and I still get this error is there anyway to fix it? (I couldn't provide a image because I don't know how to)
  21. 0.9.7.4 Change Log Changes and Enhancements Updated core systems to lay the groundwork for upcoming enhancements. Bug Fixes Resolved several stability issues related to hierarchy modifications. Fixed various bugs that caused errors during load and save operations. Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do not change when mesh images are swapped
  22. Hi! I confronted the same problem, msvcr100.dll and msvcp100.dll were missing. First I installed C++ redistributable version 2013, but it didn't help. I have another computer, where the Spriter works just fine. There I have several versions of C++ redistributable versions, so my conclusion was that some other package is also needed. Without further investigating, what is the exact needed package, I ended up to download the package, which includes all C++ redistributables: https://www.techpowerup.com/download/visual-c-redistributable-runtime-package-all-in-one/ Yes, this is not Microsoft official page, but I decided to trust this site. After running this package (super easy install, just one .bat file to run as administrator), Spriter started to work.
  23. okay I found out the problem.The first letter of zip folder was on caps which caused bug.
  24. Hi everyone, our next update build will be released on the weekend of March 22. Work has been done since the last update, but there won't be any noticeable changes worth an update build until that time.
  25. new bug : it duplicate files on construct 3 when you drag and drop over an existing files. I have the latest version 22-2-2024 addon.
  26. Hello, I have a sprite that I can't animate on construct 3. I've put it in a new project on construct 3, it doesn't play animation. so I tried to put it in a project where I already had a spriter animation and, without adding any eventsheet, it works. actually, I just used a simple project that I have already made and it goes the same, it works. to be clear, when I create new project, animation doesn't work, otherwise with an old project, it works. ! It does not make sense... help me please
  27. @leonard-moro If you're putting PNG files in the folder you pointed Spriter to when you chose to start a new project, they should show up in Spriter... if you're putting them in the folder when Spriter and your project are already open, you might need to close and re-open spriter and your project for them to show up. If this doesn't help you'll likely need to zip up the project folder and email it to mail@brashmonkey.com with a description of the problem so we can take a look and figure out the issue.
  28. 0.9.7.3 Change Log Bug Fixes Fixed a bug where dragging a bone to adjust length (ctrl-shift-click) would adjust all bone lengths instead of just the selected bone Fixed a bug where you could alter the selection while a mesh was armed for adding a swappable image, resulting in unpredictable behaviour Known issues Non-mesh children of strokes don't update in real-time when using ik Visual bug when images armed for adding swappable image and mesh in reposition mode Some pop-up ui elements appear below panels Z-order window images do not change when mesh images are swapped
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