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Showing content with the highest reputation since 01/05/2023 in all areas

  1. 1 point
  2. @madbox "Heu. Sry i m a bit lost i m a newby in the animation world. Where can i check the fame size ? I have tryed with one frame same result but maybe my images are too big." You should use the features shown in this video to both check how big any particular frame in the animation would be and to potentially crop it and make it smaller. If this doesn't resolve your issue then please zip up your entire spriter project (the .scml or .scon file and all images it uses) and email it to mike@brashmonkey.com and I'll see if I can find the cause of the problem.
    1 point
  3. No need to apologize, your frustrations are completely valid and we are extremely grateful and humbled by the patience and support you and the rest of the Spriter user community has shown us all this time. Especially after such a long delay words are cheap and ultimately change nothing of substance, which is why we're relieved that not only are we showing concrete progress roughly every 2 weeks with the new update builds, but this latest build is an especially significant milestone because it reintroduces the final core feature of Spriter 2, now properly integrated in with the other features under the hood. This means Spriter 2 has now officially reached the point where the majority of future progress will be accomplished via much more simple tasks - small missing ui and features, bug squashing, and improving work-flow and UI with the help of the Spriter users with the time and interest in testing and providing the invaluable feedback they do. For likely obvious reasons we we want to avoid any time estimates until this is so far along we can safely announce a launch date. At least now that is much closer on the horizon than even a couple of update builds ago. There are still many additional features we'll continue to add as well, but their level of complexity is far simpler than the work which we've completed over the past couple of months. Regarding direction we have a very concrete and concise plan for features and the largely the order in which we should add them, but this groundwork had to be finished first.
    1 point
  4. Here is a sneak peek at the upcoming alpha build of Spriter 2 focusing on integrated video tutorials.
    1 point
  5. I have weird issue with keyframes, i started do fix my idle anmation to use S curves between 2 frames so i want every bone to have only 2 keyframes but suddenly when i started to delete some keyframes then they came back later and if i remove all of the keyframes but first from some partiucular bone then one of the deleted keyframes reappear immediately after delete( i guess that one is the "Real one" and other ones were ghosts but still - it should not came back. This is very strange, here is spriter project to test it : https://drive.google.com/file/d/0B8RnYSep1u_YTy1WREV3T1pBZUE/view?usp=sharing Go to Idle animation and "handsh" skin or "sword" skin on timeline on bottom for example and you can see its keyframes You see what a mess ? I dont animate like that, its previous positions of keyframes that appear as ghosts. Remove all "handsh" keyframes from timeline but leave first one, then look how one keyframe appears again, this happens for other bones as well, try to delete some keyframes even multiple times. This doesnt happen only to skins keyframes, it happened to bones keyframes as well but somehow i managed to remove them, and then save the project, after opening "ghost" keyframes were not there, but i did that previously and ghost keyframes came back several times. I found out that these are some leftover "ghost" keyfames that dont really affect animation but they are very very confusing because i dont know which one is real one. If you cant reproduce this i will make video. :) There is another bug i just found whch may be related to this issue or not... i dont know yet. Heres video: https://drive.google.com/file/d/0B8RnYSep1u_YM2JVNkc2TkEzT0U/view?usp=sharing Start new animation, place sprite, then move its keyframe forward on timeline and release mouse button , move it agan , move again, as you see spriter wont autodelete main keyframe on top from previous keyframe position - this is bad, and its a bug, it should remove it because there's no keyframe for anything there anymore.It should remove that keyframe from top as soon as you will move that lower keyframe below it. My other issue is with default spruiter setting to create keyframes for all child bones of parent if i will move that parent, this is weird. I want only keyframe on that particular parent bone not on its child bones but spriter creates keyframes on its child bones as well , now i have to manually delete them from child bones everytime i move that parent bone, something to disable this would help A LOT.
    1 point
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