Jump to content
Spriter Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 03/19/2015 in all areas

  1. Hi, I am sorry to bother with this problem, I am using Spriter for a project i began since Beta. And i have a problem now when i try swap sprites holding right click on sprites. It work correctly with previous sprites'folders i created but with new folder i just can't do it. Just as Spriter don't recognise the sprites organisation in the new folder. The folder appears in the palette with all sprites in it, but still unable to swap. Im not on the pro version yet of the soft. I would appreciate if i can have a solution with this problem. Cheers.
    3 points
  2. This is a tutorial I made That I think could be a good idea. Its for making sprites in a 3/4 view which can be VERY difficult without a 3d model, so we use an easy way with the scaling tool. You can disable interpolation in the tool (in gimp) for less blurring results. If you use other program there should be an option similar. This method is very old and was used in pixelart for making things like coins or the rings in sonic spinning (or similar method). 1-First take the sprite or part you want to make 3/4 view and have it on a layer. (draw it, paste it, whatever). 2-Make 2 Duplicates. 3-Divide the 1 duplicate by middle by deleting it with the square selection tool(natural middle in this case about the navel). 4-Do the same for the other duplicate. 5- Now use the scaling tool on one half of the duplicate , in this case the one which is farther to us, and tweak it to make it narrower. 6- Do the same to the other part, but have in mind to leave one part smaller as to emulate perspective. Tweak everything By hand, I recommend 1px round brush. This is the final result after tweaking. Sorry about the crappy presentation I almost messed up last image, but you get the idea. Using a 3d modelling program and drawing over is tedious, and using the perspective tool can get messy. This way is easier... Now the most important is tweaking and leaving as you like and make last corrections at the end. Hope you find it useful, I think you can do the same thing with vectors if you use flash (Im not sure). Cheers.
    2 points
  3. Didn't see any other recent (< 2 years) or working Cocos2d-iPhone v3 implementations, so wrote my own (with a lot of code grabbed from (https://github.com/talentless/spriter-cocos2d)). Link: https://github.com/spotco/Spriter-Cocos2d-v3-iphone Probably missing a ton of features, but functional enough for our workflow. Send a issue/pull request and I'll be happy to get to it!
    2 points
  4. Hi, I'm currently discovering Spriter and I quite like this tool. It reminds me a very old small tool I made when I was young (Space Animator) so I must love this new extremely useful tool. :) I'm an artist myself but I hate animating and don't have much time for that. I would love to see an Animations Art Pack with 8 directions for all the already done animations in the Platformer Starter Pack. Would it be feasible? I would buy directly. ;) Cheers and keep up your good work. -Sphax
    1 point
  5. Hi, Recently I have tried to integrate Spriter to my game by rendering it by myself. Before doing anything further I tried to render all the bone correctly. Here is the Grey Guy's bone looks like in Spriter: But what I got in my game is something like: There is a serious twist in the result I got, and I am not sure what goes wrong, seem it is related to non-uniform scale we have in greyguy skeleton. What I have done basically can be break done into following step: Get the Matrix of each bone by reading scml data. following code is related to bone matrix calculation. void Transform::ToMatrix( glm::mat4& mat ) const{ glm::mat4 scale(1.0f); scale = glm::scale(scale, m_scale); glm::mat4 rot = glm::toMat4(m_rot); glm::mat4 trans = glm::translate(glm::mat4(1.0f), m_trans); Matrix::Multiply(scale, rot, mat); Matrix::Multiply(mat, trans, mat);}void Matrix::Multiply( const glm::mat4& mat1, const glm::mat4& mat2, glm::mat4& output ){ output = mat2 * mat1;} Get the bone join coordinate by I am just doing (0.0, 0.0, 0.0, 1.0) * localMat * ParentMat1 * ..... ParentMatN Can you guys give me some lead about how could I fix this issue?
    1 point
  6. I'm getting the above warning in Unity when I run my program. I want to use the Spriter2Unity package so that I can import the Spriter Pro animations. Though the animation works normal I'm wondering what the implications of this warning are. I'm also having the problem that I can't import the animations into the uSequencer (Unity plugin to make movies) because of this legacy problem.
    1 point
  7. If you can get Papagayo working for Spriter2Unity I'll suck yo dick. Or if you know a good work around. Like if I can at least be able to import the lip sync'd mouth onto my character's head for certain animations inside Spriter, and then be able to import that scml to Unity and just add the sound file back on inside Unity. Thanks.
    1 point
×
×
  • Create New...