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Showing content with the highest reputation on 05/13/2015 in all areas

  1. We're trying to port our animations over to Unity, and I think we're running into some bugs as a result of old version of Spriter. The problem is only present in some of our very earliest animations. Under the Z-Index column, all the pieces are named "object_00x" to "object_2xx", and each animation has unqiue names. So, our main character has over 200 of these objects defined in his SCML file. For example: etc... This breaks the Sprite2Unity importer and Sprite Swapping functionality, as it creates a new child for every single unique name in the z-index column. If I try and rename the animations, and make them look like this: Spriter won't allow me to do it. I can fix one animation, but when fixing subsequent anims, Sprite auto renames "head" to "head_000", or "torso" to "torso_000". Next animation, will force me to name it "Head_002", and etc. It simply won't allow me to fix these names within the Editor. Is there any way you can think of to fix these old SCML files? I can't hand edit it, it's close to 11,000 lines...
    1 point
  2. 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
  3. Simply put: when trying to copy/paste properties between keyframes, the property field being copied from/pasted too will catch the key event (and mess up your animation) unless you've cleared focus by clicking somewhere outside the field. This is compounded somewhat by the fact that pressing enter/return while an input is focused doesn't clear focus as with many applications. For this reason, timeline controls are ideally constrained to keys that are considered invalid inputs on the most commonly used input fields. IMO, the "QWERT" row would be much better suited for timeline manipulation, though I suppose it could also be a togglable(toggleable?) option.
    1 point
  4. I also get this bug: "The program can't start because vcomp100.dll is missing from your computer. Try reinstalling the program to fix this problem." I have an Intel i5 processor and a fresh install of Windows 8.1. I also performed the following: - Uninstalled Spriter B10/Reinstalled B10 - Installed Visual C++ redistributable 2010 - Reinstalled B10 - still got error. - Verified that vcomp100.dll is present in C:/windows/system32
    1 point
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