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Showing content with the highest reputation on 08/24/2015 in all areas

  1. bwwd

    S curve in spriter

    Why it works so weird, speeds up then slowdowns noticeably in the middle between keyframes, its not how its supposed to be, in spine it works perfectly but here in spriter its strange, also im using in to smoothout last keyframe with first one because it doesnt work too well in the middle of animation, there is something wrong with implementation of curves in spriter, do you guys actually tested it in the middle of animation, it looks bad, kinda useless i would say, only useful if you have 2 keyframes for entire animation, then it works fine , but if you have more than 2 and youre using S curve for all keyframes then its very strange motion, even worse than linear , in spine its all perfect when you use S curve for all keyframes.Why is that ? When im using S curve in spriter for multiple keyframes (3 or more) then It looks like its still linear but it speeds up/ slowdowns in a weird manner. Also can you guys do something like blender has , so its using S curve by default ? Some sort of switch , so i wouldnt have to select curves on all keyframes , just tick box and it would use S curves automatically. Linear curve is quite bad for animation.Do you guys have any spriter example of walkcycle using S curves on entire animation ? I do and it looks very bad straight from spriter. ---- So after a couple of irritating results here is my test with S curve in spriter, there are 3 keyframes all with S curve there, this one : http://i.imgur.com/YCYfFBG.jpg Keyframes are on 0,300 and 600, timeline has lenght of 900, animation starts with head on bottom, look how speedup is last one (from top to bottom) , its not how it should be ! Obviously S curve doesnt work properly on more than 2 frames and id say its a serious problem. --------- I made some more experiments and i found out what is wrong, its the main keyframes on very top !! IF you change them to use S curve then they wont change S curve for all bones on this particular point on timeline, when you take a look at keyframes for particular bones - theyre still linear ! This is very strange, so what's the use of changing that curve on main keyframe on top ? The one that moves all other keyframes if you move it . This is created by adjusting S curve on keyfram of this particular bone instead of keyframe on very top and it works fine ! I would prefere to change keyframes curve by using the main keyframes on top, i dont want to change curves on my entire rig so many times , there should be some better way to do it, i thought that main keyframe will change curve for all bones below it but its not how it works, so why it even has curve to adjust ? Can you guys do something about it , changing curves like that on all bones in animation multiple times is insane ! Anyway there still should not be that speedup after 3rd keyframe in first animation, so there is something wrong there definitely, becuse on first example S curve works fine from 0 to 1st keyframe and 1st to 2nd but from 2nd to end it doesnt work too well. How to change curve on multiple bones, or all of them? i select all of them then second mouse button and menu pops up to pick curve, linear instant or custom S, so i do it but when i check them after this then they keyframes curves arent changed at all , just single one ! I would even pay extra $$ for spriter version that doesnt use linear curves at all, only S shaped one, cubic with 2 points (top,bottom)or bezier S by default.Linear is fine for robotic movement, tricky to use it for decent animation of living creatures. IF i cant change curves in all keys in spriuter then can i open spriter project as TXT file and replace some lines to get S curves on all keyframes ? Also if you guys ever fix this issue with curves then please add preset for S curve, i dont want to create it myself everytime i choose other curve than linear, it will save A LOT of time, when i click 2nd mouse button on keyframe then in small popup menu should be linear, S curve and instant curve, and then on very bottom "edit curve" or something.now its only linear ,instant and edit your curve, and then even more stuff to click and click and click and click and wow i changed it to S curve finally ! -- yeah i figured out, i can replace curve in spriter file on keyframe with curve_type="bezier" c1="0.2879" c2="0" c3="0.7189" c4="0.995261" spin="0"> but its still painful, i think even more than changing it in spriter itself oh why :-| Also i noticed if you will save main keyframe on top with bezier curve then all other keyframes below it will still use default linear curve, its a bug or something else ? +++ Tried again, this time i changed all main keyframes to use S curve and.... it did used curve on all main keyframes ( including last ones, dont ask me why ! i dont know why it worked, but "worked" and result is not what i would expect form s curve: see how its very robotic ? its worse than linear ! This is linear for example : Its much better but it shouldnt be ! I dont know why is that, how custom curves are used in spriter but this is not how outcome should look like :-| weird staccato movement, now "stops" that i want to avoid from linear are even more pronounced and its very bad !! --LOL i disovered that using bezier /S curve gets identical results to using this curve: So maybe spriter displays graphs and curves but doesnt really use them properly, because how is it possible that S curve and this curve "peak" gets the same staccato results ?! Try it yourself guys. It simply speeds up in the middle of keyframes then slowdown close to keyframes, which is wrong. This is how curves are handled in blender : http://wiki.blender.org/index.php/User:Jaredr122/Doc:2.6/Manual/Animation/Editors/Graph/FCurves
    1 point
  2. Hi, May someone here is using the spriter animations in Construct 2 for mobile app? Is there specific problem or known issues in Spriter's animations in Samsung devices? I'm developing a mobile game for kids. I test my game on Nexus 4, 5, and 9 devices, on HTC and on Samsung Galaxy S4 and Samsung Note 3. On the Nexuses and n the HTC my game runs well, but on the Samsung devices my game stuck - I see the loader about 3 minutes and then I get the background of the first layout with clouds (not moving) and that's all. My spriter's object are created in the first layout. I export my project to Cordova and then I compile it with Phonegap or Crosswalk with the same result. Construct 2 release 208 (64-bit) Spriter release 4.1
    1 point
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