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Showing content with the highest reputation on 06/05/2015 in all areas

  1. Hi everyone. Please use this thread to post any suggestions you might have for features. cheers, Mike at BrashMonkey
    1 point
  2. bwwd

    Animator Available

    Recently finished big full game projects and looking forward to do more. Some examples: I do animations, backgrounds, sometimes music... everything. My work can also be seen on my deviantart http://bwwd.deviantart.com/gallery/ and in this thread: http://brashmonkey.com/forum/index.php?/topic/3084-my-animated-sprites/ If You have any questions You can contact me through this forum or: 2blackbar @ gmail . com
    1 point
  3. Sorry for the large size. This is the animation I am working on. I have about 9 out of 19 frames cleaned up. I made my character in Paint Tool SAI, brought it in to spriter to animate, and now I am going frame by frame to clean it up a bit. I would like go back into spriter and animate the belt , blinking eyes, and mouth opening and closing to similate breathing. While the 2 last ones is easy to do, but I am not sure how I should do the belt. Should I segment it in a bunch of peices and add bones?
    1 point
  4. Hi Everyone, We're pleased to announce that our 4 fully animated Art Packs for use with Spriter are now available on Steam as of 4 pm today. June 4th EST. In conjunction with their Steam release we're also introducing a new, lower price point for them and all future art packs, not just on Steam, but on our own Web Store and on affiliate stores as well. Here are previews of all of the currently available art packs, along with their new prices: Game Effects Pack $12.99 Basic Platformer Pack $24.99 Adventure Platformer Pack $24.99 Run N' Gun Platformer Pack $24.99 In addition to this substantial price reduction, in celebration of their introduction, all art packs are currently on sale on Steam for 50 percent off, making this an excellent opportunity to snatch up these royalty free Spriter animations Packs for your current and future game projects at an unprecedented low price. For those who have already purchased one or more of our full Art Packs from our web store or any of our affiliates (Not Steam) BEFORE they became available on Steam, please keep an eye out in your in-box for an update email (for the Art Packs you purchased) automatically upgrading it to drastically increase your content. Here's what to expect: If you already purchased the Effects Pack, then you'll receive the Basic Platformer Pack for free. If you already purchased any one of the Platformer Packs you'll receive all other Platformer Packs for free. If you already purchased any of the bundles of 2 Art Packs then you'll receive all the other remaining Art Packs and the next Art Pack we release as well for free. If you purchased the all Art Packs bundle you'll receive all current and all future art packs we release for free. If you purchased more than one art pack, but one at a time you should qualify for numbers 3 or 4 above, then please email support@brashmonkey.com with the details of each purchase and make the subject title of the email “Art Pack bundle equivalent upgrade” (without quotes) And we'll upgrade your product description in our system and send you the additional art packs. If four days from now you still haven't received your automatic upgrade email, please contact support@brashmonkey.com with your original purchase information for your art packs or bundles and make the subject title of the email “Did not receive art packs upgrade” (without quotes) In related news, we're currently working on 2 new Animated Art Packs which we plan to reveal more about within roughly a month. Cheers!
    1 point
  5. The first character was for a project that I've put on hold. It's the first animation I had made Spriter. It took me around six hours which is a really long time. This had nothing to do with Spriter, but just my lack of experience at the time. I've managed to improve my speed since then by doing some fanart, but it could be due to the bad habits I have with over tweaking values. Even though the final animation doesn't always turn out how I liked. I know how to use IK, but I find myself setting each bone individually a lot. I'm also really glad you can tweak values by scrolling over the object properties. It makes it so simple to do small adjustments. I'll be putting the images for this post in spoilers to make the post a little easier to navigate if more are added. My Art This is art I've made so far. Mushroom Dash - (project discontinued) Fanart Everything below is fanart for different indie games. I wanted to get better at animation and art, so I figured some fanart would help since I'm not used to using a graphics tablet or animating. I don't own any of the characters below this point, and a link to the games will be posted above each spoiler where you can play them and find more information about the developers. Ultra Hat Dimension - http://eniko.itch.io/uhd Birdsong - http://managore.itch.io/birdsong ChickenSword - http://chickensword.com/ Advice I'm still new to things, but this information might help others who are also learning about skeletal animation. Joints ----To ensure properly aligned rotation on elbows and knees, make sure you make a perfect circle where the limb segments end. This is very noticeable on characters with outlines. The Birdsong fanart for example, there would be no need for this since the character is flat shaded. ----Most limbs have to be flat shaded to look correct, with no difference in color or shade. It there's enough room to allow it, you can use transparency on joint image that lies above the other to allow the shading to blend smoothly. Animation ​ ----If you want to do walk cycles, check out this awesome tutorial by Ptoing. It was posted on WayofthePixel a few years ago, but he recently shared a link to his dropbox because twitter managed to mangle the gif pretty bad when I tried to show someone. https://dl.dropboxusercontent.com/u/15588722/12framerunproper.gif ----Enable snapping. This will prevent unnecessary keyframes from being created and allow you to easily remember key points in the animation. I hated moving keyframes before I did this, and this makes it simple to adjust their timing. Other With the new API that's coming up, and the mesh deformation that's in development, I have a feeling animations are going to become easier to manage, since each limb segment won't have to be chopped up. And being able to use squash and stretch will make things even more fluid. Is there any estimate of how long after the API is done before we can use deformation in beta? Even if I couldn't save the deformation it would be awesome to test it out. :D EDIT: I saw a screenshot with something called skin mode in the suggestions thread, so I'll look into that to see if that's the deformation features. EDIT2: I found it, but it seems the image goes completely invisible when I double click it to change the points. Changing the image, or even after saving and loading it remains invisible. It seems I'll have to wait... Thanks for making Spriter, it's very easy to get the hang of it since there's really no learning curve.
    1 point
  6. I can honestly say that ths feature alone warrants buying new laptop or desktop pc, its really fantastic and spriter's price is a steal for what deformation feature can already do, spine costs a lot more and its deformation feature isnt really as good and you cant swap pictures when deforming like in spriter, also spriter mesh is already subdivided and in spine you have to do it yourself and add weights etc, it takes so much time. I only wsh it would be easier to deform single mesh with 2,3,4 or more bones, i know its possible cause i did it once but its hard to do, you have to place your mesh in particular way also if i will use multiple bones on one mesh then second bone cant have as many deformation points as first bone for some reason, cant add vertical lines, so currently im avoiding using multiple bones on one mesh, its possible but not as efficient as having separate meshes.. Well i actually tried multiple bones now and it worked, but your picture needs to be in horizontal position, otherwise it wont create new segments for other bones. This is what i mean by not being able to create vertical lines , only first segment can have them cause new segments dont have left-right arrows to do it and you can create only one segment for bone
    1 point
  7. Its really a great programm. I bought the pro-version as it was "early-access" and loved it since. thanks a lot, that you support linux (ubuntu) as well. i have never regret only a single dollar which i used for purchasing spriter. its really a amazing tool..... wish you guys the best and much success with spriter........ thanks
    1 point
  8. Hi Everyone, As you might have noticed, we've upgraded to a totally new forums system. The migration seems to have gone off without a hitch, but there's the possibility that if you posted during the 30 minute window in which we were migrating that your post ended up in the old forums and didn't make it over here. For anyone with a missing post, for a limited time you can actually access the old forum by going here: http://www.brashmonkey.com/forumOLD and copy the text from your post so you can easily repost it into the new forum. If this is required I apologize for the inconvenience. cheers, Mike at BrashMonkey
    1 point
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