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Showing content with the highest reputation on 05/04/2015 in all areas

  1. Hello all, I apologize if I am posting in the wrong place. I am working on a game using the Trixt0r XNA implementation of Spriter to display objects. The other night I discovered that bones & sprites which had negative X_scale values were failing to render in game. --> Are there any known solutions or workarounds? Any help with this issue would be greatly appreciated. Edit: As a workaround I replaced the bones and sprites that had negative Xscale. Spriter is an excellent tool and I am very thankful for its existence, even in its early state, and Trixt0r for his open source implementations which have saved me months of work. :mrgreen:
    2 points
  2. Spriter keeps crashing everytime I start a new project or open a project... I have the Pro version, but it stills does the same .... Help?! Heres a link to the screenshot: http://imgur.com/HP2MIFT My system settings: OS X Yosemite MacBook Pro (13-inch, Mid 2009) Processor: 2.26 GHz Intel Core 2 Due Memory - 5GB 1067 Mhz DDR3 Graphics - NVIDIA GeForce 9400M 256 MB
    1 point
  3. Dengar

    Spriter for Unity 5.0

    v1.0.2: Fixes: -Fixed an issue where sprites appeared distorted when resizing bones. -Exceptions are wrapped up nicely and no longer abort the whole process Features: -Now adds AnimationClips to existing AnimatorStates if they exist -Autosaves no longer trigger the importer Note that there is still some anomalous behaviour here and there. But the weird distortions should see about a 95% decrease. Special thanks to dagondev for helping me identify the issue, and Mike and Edgar for teaching me some things about Spriter to help me fix the issue. It's a bit of a shame that the tool is getting slightly slower with every update, but it's still within reason. I was able to import a project that has over 60 different AnimationClips in less than 20 seconds. I also have to add that most animation transitions work best if they are instant (IE no blend). Although it's really a case by case basis. But generally if the poses between two animations are radically different from one another, you want the transition to happen instantly.
    1 point
  4. Smart decision. It must have been a hard one to make though. ;)
    1 point
  5. Hi, Here are my questions about little details which would speed the things up maybe? 1) While animating, I just click the keyframe and drag and drop it to another point in the timeline. Is it possible to show the timeline position dynamically while dragging the keyframe? 2) While trying to enter a value into the "current time" panel, the numeric keypad does not work as I expect it so and I can only enter a number/value by using the numeric keys above the letters on the keyboard. Is this done on purpose to reserve those keys for something different or is this kind of a bug?... :???: Thanks a lot...
    1 point
  6. it's a definite possibility for the long term. good idea. It was already going to have the spinboxes, but that's a good idea. Also, the angle control will have a wheel you can rotate with your mouse. The current beta does have a 'protected selection' feature. You can drag, drop, and rotate a selected object even if it's behind others. only if you click a sprite on an area that doesn't overlap the currently selected object(s) will it change the selection. yes, that's in there yes, the next release will be native UI on Windows, Mac, and, Linux yes, all of that is planned for the long term, and the groundwork is already layed for those features. thanks for the kind words, and yes, we do want to work with the community to develop an ecosystem of some sort for both the animators and the developers. the todolist is huge, but things are going very well on fronts. working hard on the next version, and loving every minute of it.
    1 point
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