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Showing content with the highest reputation on 05/01/2015 in all areas

  1. Hello! :) I would like to ask what is the best way of implementing my animation into a game. I made a laser animation, and now i want it to be able to bounce off of walls from all angles. Of course, it's impossible to animate bouncing off walls for every single angle, so i would like to know how you would solve this issue. One solution that I have is to have "another" laser coming out of the wall when the first goes in so it would give an illusion of bouncing. Please answer as soon as you can and thank you for reading ^_^
    2 points
  2. Hi! I'm very new to this program and I'm just trying out the trial version. However, already I'm running into a problem. You see I use very small nes/snes style sprites, and when I export an animation to a sprite strip, the images become slightly distorted. I was wondering if there is a fix for this or if anyone knew why this was happening. I've tried exporting at 100% scale, 200%, 400%, and 800%, and I've tried shrinking down the larger scales in photoshop after exporting them, but none of these methods have really helped at all, I still end up with some sprite distortion with the finished product. Here is what the sprites should look like: however, as you can see here, the head being a good example, the sprites get squished when I export the animation Any help would be appreciated, Thanks!
    1 point
  3. Spriter R4.1 Critical Bug Fix: There was a critical bug in yesterday's build of Spriter that made it so you couldn't edit default pivot points. I apologize for any inconvenience this may have caused, and here is a new version that fixes the issue. If you use the Steam version of Spriter, it should automatically update the next time you log in. This version also contains a fix that may help some Steam users that were experiencing library issues on Linux. Original R4 Update: Hi everyone, We're pleased to announce the release of Spriter build R4 available for download at www.brashmonkey.com and also as an automatic update on Steam. R4 is the first build to feature the newly updated manual which now covers all core features. R4 also features the long awaited hot-key list, which you can access by pressing Shift+Escape (or through the Help menu). One great new feature introduced in this new build is the ability to copy a specific individual attribute of an object (such as it's x scale, y scale, position, angle, or opacity) and automatically paste to all of its other key frames. This build should also fix a library issue with the 64 bit Linux version. Internal testing shows the Steam version of Spriter Pro now loads properly from Steam with Ubuntu 11.04, but so far we can only get it to run on Ubuntu 14 by launching it directly from it's Steam folder location. It will not launch directly from Steam itself. We will continue to look into this and thank you for your patience. Here is the full changelog for Spriter R4: Spriter Release 4 Released 4/22/2015 Additions and Enhancements Updated manual now includes all core features Added Shortcut Key Popup (available in the Help menu, and through keyboard shortcut Shift-Esc) Added the right-click menu option on the canvas to copy a single object attribute (x,y,angle,etc) to every frame (when one object is selected) Export To PNG/Gif window now remembers 'Keyframes Only' setting Changes Minor cosmetic changes Changed Export to PNG Sequence naming convention to use one underscore (myImage_000.png) instead of two (myImage__000.png), as the double underscore was causing issues on certain OS's and API's Bug Fixes Fixed a bug that made the right click image list for sprites not show up under certain circumstances Removed the 'Program Update' settings from the Steam version, as Steam handles updates and these settings had no effect. We'd also like to take this opportunity to mention some great new Spriter implementations in the works for several popular authoring systems. Here are links so you can get the specific details for each of them. (If we missed any new Spriter implementations, please let us know and we'll mention it in our next update.) Atomic Game Engine (Video) Overlap 2d Clickteam Fusion (Video) We should also mention Spriter2Unity has also been updated to work with Unity 5. Speaking of runtimes, we'd like to humbly thank everyone again for your patience as we continue to work on the Spriter Pro reference implementation. As most of you may know, the goal is to provide a fully featured and easy to follow/port Spriter implementation, and the delay is in general because we are making sure the implementation is as flexible as possible, includes several up-coming features and improvements, and makes room for the easy addition of several planned features which will be a big part of Spriter's future. As this full and future-proof implementation develops we're very excited with what it will offer Spriter users, but it's also becoming obvious that there's a conflict between the need to make sure its done carefully and the desire to get it done quickly. For this reason we've decided its best for me to switch gears and make a much simpler reference implementation which perfectly supports all current features (but not the future features) so that people who need to port or finish a Spriter implementation sooner rather than later will have a concise and easy to follow example in the near future. The much more robust implementation will be the focus once the basic implementation is made available to everyone. We will deliver a detailed update regarding this 1.0 feature complete reference implementation within the next 14 days. Cheers, Edgar at BrashMonkey
    1 point
  4. Is it possible to offset/move bones globally throughout all the animations? For example move the "Head Bone" 50 pixels up, instead of going through every single animation and moving them. I've recently made a change to my character and I'd have to painstakingly go through all the animations and change the positions. Just wondering what the best practice is for maintaining your spriter project is.
    1 point
  5. I have an annoying bug in windows 8.1 When I set the interpolation curve of a parent object to something other then linear, the IK targets on the children move out of place. It's a spider so there are a lot of legs and a fairly deep hierarchy. I can set the interpolation for the timeline as a whole but this isn't ideal since it's messing up the timing for all of my secondary animations. My workaround right now will probably be to manually animate the legs, which is a HUGE pain. Hopefully that can get hammered out in a future release.
    1 point
  6. 12/05/13 Update Change Log: [*:lla2aa25]fixed a ui issue with the timeline being too large horizontally at it's minimum size 12/04/13 Update Change Log: [*:lla2aa25]fixed several issues with the saving of reparenting or shifting pivot points [*:lla2aa25]fixed a crash where changing animations with an item selected that isn't present in the new animation [*:lla2aa25]fixed a bug where ik wouldn't work correctly on bones with custom length [*:lla2aa25]fixed a bug that was deactivating pro versions upon loading a file [*:lla2aa25]fixed a bug causing performance issues in b5_9x's [*:lla2aa25]fixed a crash that would occur when attempting to export to png or use skins with openGL disabled [*:lla2aa25]fixed a bug causing the timeline to go white after making changes to an animation [*:lla2aa25]made it easier to create very short bones [*:lla2aa25]various performance optimizations 11/25/13 Update Change Log: [*:lla2aa25]Fixed a bug in the timeline widget that would cause crashes in various situations. [*:lla2aa25]Changed tweening curve preview so you have to click the keys in order to activate the preview (as opposed to just hovering) Hi everyone, Here's another beta release for public testing which includes the following new features: This build is still not quite b6, as we need to do a bit more testing and the members of the community who use Mac or Linux need to make sure it runs properly on their respective systems. You can download the new build(s) from the following link(s): PC version Mac version Linux version 1) You can now quickly and easily change the position of an entire animation relative to its 0,0 coordinate (anchor point) by holding the M key while on any key frame and left clicking and dragging the 0,0 cross-hair lines. 2) You can now scale entire Spriter projects (images and .scml or .scon file) to any size you'd like...so you can create your animations in high res, and scale it all down for different resolution platforms etc, or scale down or up the size of our art packs to perfectly fit the size needs of your game projects. Be sure to do this only with copies of your Spriter projects because this feature permanently changes the images and files. 3) You can now fix the z-order for your animation on one key frame and instantly copy the new z-order to all other key frames in the animation. Please watch this video to see these 3 features in action: 4) Sound support is now implemented and ready for testing. The UI is currently unfinished, but useable...just bare in mind the interface for adding and manipulating sounds will improve in the future. Here's a video explaining exactly how to add sounds to your animations: changelog [*:lla2aa25]added shortcut for hiding skinning arrows (Ctrl-H) [*:lla2aa25]added ability to move an entire animation relative to the (0,0) axis - hold M while dragging the canvas background [*:lla2aa25]added ability to save project to a new size (resizing animations and images) - option under 'File|Other File Options...' [*:lla2aa25]added ability to copy z-order to all frames - under the edit menu [*:lla2aa25]added ability to hide timelines in the timeline widget [*:lla2aa25]fixed bug that created "missing image"s for files that weren't in use. [*:lla2aa25]fixed a bug where choosing not to "show sprites" in the hierarchy view would hide bones as well cheers! -edgar
    1 point
  7. Very excited about this program guys!! Posting these as suggestions, but maybe there's already a way to do this... Ability to cancel mid-operation (position,rotation,scale) For example, I've selected a set of parts and in the middle of rotating I realize I started rotating the wrong parts, or maybe I'm just playing around and want to preview how the rotation would look. If I hit 'Esc' while I'm rotating these parts, it could cancel out of the operation without needing to undo. Simplistic paint I'd like to hack some really simple shapes together, or sketch out some ideas without having to jump to my workhorse image editor (Photoshop). These would basically be placeholder art that I'd reskin later.
    1 point
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