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Showing content with the highest reputation on 04/21/2015 in all areas

  1. Hi there, I've done a quick search for this but none of the found answers matched my quesiton. Is there a way to create child animations within the main timeline? Just like similar to Adobe Flash where you create MC's inside MCs. I know that you can move, rotate, position the sprites of child bones independently but this those not make it easier for more advanced and complex animations. For instance, I have a robot which squeezes(?!) his fist and opens his hand while walking. and creating this "hand animation" along with main body animations on the main timeline causes the timeline to look crowded. So is there a way or further plans to embed a child animation into the main animation/timeline with their respective timelines? I have seen 1 topic in which this was asked which was dated to 1 year ago and have seen this in the feature comparison list but couldn't figure out how to do?... Thanks a lot,
    2 points
  2. Firstly, great program - it really helps programmer types like me get some decent animations with little skill. I am having problems with jagged edges when rotating any sprites attached to my rig, and it looks terrible. I have searched the forum and found that this is a known issue, and that you say it is fixed in the next update which is coming soon. The posts I saw were dated Jan 24th, so I was wondering how soon is the next release looking? Is there any chance of you issuing a hotfix for this issue specifically, as right now it makes the program unusable in terms of creating anything with it. Keep up the good work, it's already a powerful little tool, and with some work could be a must-buy! :)
    2 points
  3. Hi, I'm not sure if this is applicable or if this function does even exist but in the next release can you include a feature like "align all bone pivots/starting points(? I don't if the terminology is correct here) to their respective images' pivots"... OR equalize all XY coordinates of bones to XY coordinates of respective images? Continuously pressing B to detach images from bones and positioning bones, reattaching images and this is followed by the correction of the placement of child objects is really an exhausting workflow for me... :-| Please enlighten me if I'm doing something wrong or if there is an easier way for this. I have also checked the shortcuts but couldn't achieve what I was looking for. Actually, is it possible to position the bone (maybe while pressing another key) even if I don't detach it from its image? Thanks a lot,
    1 point
  4. Hi, I'm wondering if there is a plugin or plans for further development to support exporting the animations to various or at least on type of Video file? Etc . Avi. This is useful to share the current phase, look and feel of animations with others in our team while partnering for a project. I know there is an export to animated GIF function but this does not cover it completely. I mean wouldn't it be nicer to have export to a video file support? Please correct me if I'm missing something or point me to a plug-in. Thanks a lot,
    1 point
  5. Hello all, Me and a friend of mine are trying to create a game... I am the graphics guy and creating the animations using Spriter. He is the developer using Unity enviroment and the assets and sprites that I create. Here is the scenario for a typical problem... We have two animations... Let's say, One is RUNNING and the other one is FIRE WHILE RUNNING. When you press the right arrow, the character starts to run (RUNNING) by default... and while running, if you press the fire key, another animation is triggered(FIRE WHILE RUNNING) in which the main character's right arm is risen as if shooting projectiles while running. The problem is both animations have the equal series of images (8 frames each, typical walk/run cycle) but the enetring and exiting the FIRE WHILE RUNNING animation is timeless, I mean it will eventully occur randomly depending on the interaction of the player. While transtioining from one animation to another, the legs just scramble... or there seems to be a glitchy skipping because that while FIRE WHILE RUNNING anim is let's say, on the 6th frame, the player stops to fire and therefore, RUNNING animation starts FROM THE FIRST FRAME... skipping the last two frames of FIRE WHILE RUNNING, which causes an absurd skipping in RUN cycle, considering the legs part. You may suggest to tear apart the body and use same leg sub-animation for both of these two different animations. But this ime another problem similar to the one above comes into play. The anatomic syncing of arms with legs!!! How do you overcome this problem in UNITY or do we have to do something additional in Spriter-side? How do you sync the positioning of the legs in both animations so that on entering and exiting of those two animations, the legs are always stay in sync??... Thanks a lot...
    1 point
  6. Hi, Spriter team and community, I'm in the middle of writing an email to a friend, and I just realized I have no idea what to call the output of Spriter to differentiate it from other kinds of "sprites". Is there an official name or phrase for these besides the somewhat clunky-sounding "Spriter sprites"? Going by the blurb on the main Spriter page, I would assume it's "modular sprites", but I've never seen that actual phrase used anywhere. I was thinking something like "skeletal sprites", but that sounds more like something that's not finished yet, like the early stages of a sprite. Besides, not all "Modular sprites" use bones... Also, I'm not sure if we need to differentiate from the output of similar tools, like Spine, or just use a generic phrase that covers the whole concept, then differentiate using "Spriter <phrase>" vs. "Spine <phrase>" etc. Anyone want to weigh in on this one? Mike? Edgar?
    1 point
  7. lucid

    Spriter r2 bug thread

    Post bugs for Spriter r2 here.
    1 point
  8. Hello everyone! Welcome to the first post 1.0 release of Spriter. Aside from a couple of bug fixes, this release includes a new video help option that lets you watch our YouTube tutorials in a floating window (with links to open the playlists in your default browser). Video Help will show up immediately upon startup to give guidance for beginners, and the window has an option to disable this behavior. Spriter will now warn you if you try to save outside the project directory that it won't be able to find it's images, and will also provide an explanation and the expected file structure when you load a file with missing images. An important note for Mac users. There is an optimization in this version that may correct the performance issues some users have been experiencing on the Mac. Please let me know if this fixes the issue for you, as it seemed to make a significant difference on our machines. We will continue to fix bugs and provide minor feature updates, but my primary focus at the moment is completing the developer documentation. Lastly, if you're reading this and you don't already own Spriter Pro, or you have a friend who doesn't, Steam is having their Autumn Sale now, and Spriter is 50% off until December 2nd. Spread the word! Thanks everyone, and enjoy the new build! download Spriter r2 here Change-Log 11/28/2014Additions and Enhancements Performance optimizations - possible fix for Mac slowdown issues Added Video Help on startup (with the option to never show again), and in the Help menu Added a link the Grey Guy example file in the Help menu Added a warning when attempting to save outside of the project directory(with the option to never show again) Added a warning/explanation that pops up when a project has missing images, and displays the expected file tree(with the option to never show again) Added a Help menu option to reset all 'show this message again' checkboxes Saving a resized project no longer allows you to save to your current project folder or any of it's subfolders to avoid confusion and overwriting or mixing up both projects' images Saving a resized project now confirms individual image overwrites as it creates resized copies of images Original image size data is now preserved in Missing Image placeholders Original image size data is now preserved when saving a project with missing images Bug Fixes Fixed a crash that could occur with certain projects with missing folders and images Fixed a bug that would give autosaves the *.scon extension when working on a project last saved as *.scon, even though all autosave data is saved as scml Fixed a bug that would cause child bones created on very wide parent bones to have 0 width
    1 point
  9. Just signed up two give two suggestions - it would be nice to have a 32 bit build for linux, and a very brief note on how you run it in linux would be nice. Looks like a great program... I'd love to not to have to use Windows to use it. ;)
    1 point
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