Jump to content
Spriter Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 01/11/2015 in all areas

  1. Hi! I want to buy the PRO version but the gui looks pretty bad and complicated work with the program. the other problem is that the final version works very slow and also tried b11 version. the b9 version works well graphically but all have the problem gui. i've a macbook pro retina display Yosemite 10.10 I hope you can help me because I am very interested in the program
    1 point
  2. Well, I was hoping this would go away with v1.0, but: The application was unable to start correctly (0xc000007b). Click OK to close the application. This is what greets me when I try to launch Spriter. I've tried R9, R11, and 1.0. I've given admin privileges, and tried compatibility modes. My system is Win7 Ultimate 64bit, 3570k, on-board graphics(HD4000), 16gb ram, Asus mobo. Only thing I see on google so far is to do with Visual C++ redist being configured incorrectly. This may be the case...though I haven't seen this issue til now. Any ideas? Cheers, Tim
    1 point
  3. Any hope for a Unreal Engine 4 plugin?
    1 point
  4. YanDaik

    Bone length

    Good day folks! How are you? I'm fine too, thank you. I've implemented c++ scml reader and visualizer. But one thing i can't figure out myself. Bone lengths. If bone has childs it's length can be calculated easely (that is not always true. if child bone has some offset then we are screwed). But if it has no childs it's kind of not obvious. There is sclae_x parameter. i believe it scales bone (cpt. Obvious). But what is that custom length to which it is scaled?
    1 point
  5. Hi everyone, Thanks for trying Spriter. I look forward to feature suggestions and bug reports.
    1 point
  6. It seems to work in CS4 too! Opening the test file gave me some errors: "This document contains unknown data which will be discarded to keep layers editable. […]" and "Some groups were found corrupted and repaired." Running the script on that file gave me a Spriter file and accompanying png files, so that it looks the same as the psd file when it's loaded into Spriter. But I got no bones. The problems with it are obviously the 5 nested groups limit you mentioned. Instead of a "root" group, I get an empty and hidden "root" layer. If I remove enough parts so that it fits in five nested groups, put the bones in a root group, and hide the bone layers, I do get bones. Odd looking (all horizontal - but I guess that's how it should be, as the bones in your sample spriter file looks the same), but functional bones. So thanks! It is indeed working in CS4 too. The bone creation is less useful due to Photoshop's group limitation, but even without that, I'm sure that it'll prove useful!
    1 point
×
×
  • Create New...