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lucid

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lucid last won the day on October 18

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  1. Hello everyone, this week's release is out now. We will be releasing a simple tutorial soon explaining how to use some of the features to make it more testable and usable until the UI and help system is more fleshed out. 0.0.0.25 Change Log Additions Alt-Home now centers the canvas at 0,0 Changes and Enhancements Removed the middle control point for bone ligaments. You can now right click the child bone to access bezier tweaking for ligaments. Moving the middle control point resulted in odd and unpredictable behavior. Changed process f
  2. @standby2 the override happens per tick, so you need to set it every tick. In this instance you could have a bool variable that marks whether the click has taken place, and if so set the override
  3. 0.0.0.24 Change Log Additions Rigging zones now attempt to automatically set reasonable rigs according to mesh dimensions Added 2-bone ik when dragging while holding shift outside of rigging mode Blue control point lines now appear for rigging zones for increased readability and can be dragged to drag both connecting points Changes and Enhancements Removed hovered mesh highlighting when one of it's control points is selected Rigging zones now visible while adjusting ligament curves Known Issues Undo and Redo don't always
  4. This build introduces a number of quality of life improvements that improve the feel of editing meshes and deformers. Behind the scenes these a lot of work was done that will be used for some more substantial features over the next few builds. A lot of work went into getting bones ready for primetime as well, though this is all on the backend and won't result in anything noticeable just yet. 0.0.0.22 Change Log Additions Blue control point lines can now be dragged to drag both connecting points Holding shift on blue control point lines now drags all line segments
  5. The UI is still very much WIP. We will continue improving every aspect of Spriter 2 as it develops, especially as we continue to get feedback from users.
  6. @SquigglyFrog @BlooberryPi3 I'm not sure if this is still relevant for you, but I was able to fix both of those bugs (flickering pointer/hourglass when prefab is selected and import not working at all in later unity versions). If you'd like to use them while waiting for them to be merged into the main repository, you can download the package here: https://github.com/lucidspriter/SpriterDotNet/blob/develop/SpriterDotNet.Unity/SpriterDotNet.Unity.unitypackage
  7. @Jonybir once the implementations are done, you should be able to use the sound effects directly in whichever engine, automatically in most cases. We may look into the grant thing at some point further along. Thanks for the suggestion.
  8. 0.0.0.21 Change Log Additions Added sound playback capabilities Added sound to MP4 export Added progress dialog while pre-caching project files Changes and Enhancements Fixed overzealous hit circles for detecting hovering over control points Fixed overzealous hit circles for detecting hovering over UI elements Moved licenses to root directory to make locating them easier Bug fixes Added missing dll to build that was preventing PSD import from working Fixed a bug where you could start interacting with th
  9. 0.0.0.20 Change Log Additions Added animated color tinting (right click on mesh in animation mode, and click on color palette) Added animated opacity (right click on mesh in animation mode, and click on opacity icon) Known Issues Undo and Redo don't always function correctly with the new features Visual bug when dragging out new images. Sometimes image disappears momentarily Double entries for images in z-order Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations
  10. Hello everyone. We've just released the new Spriter 2 alpha build. In this build we've introduced export to mp4, webm, gif, and sequential pngs. There are also a couple of simple quality of life additions, like Spriter 2 remembering the last used project folder and file. Behind the scenes, we've also updated the project to the latest version of Unity (2020), which won't affect your user experience for now, but will allow us to take advantage of the latest features and stability improvements. In the interest of releasing this build with no further delays, we've decided to roll-back the
  11. Sorry for the continued delay on this build. Trying to squeeze in some refactoring caused some nasty new bugs which are taking longer than expected to fix. From here on out if each build doesn't come out at after two weeks we'll at least update you on its progress. We'll report back in with either the completed build or a status update in another week.
  12. Hello again everyone! The latest build went up Wednesday afternoon. You can find additional info in the video and changelog below. We've decided to delay bones one more build to get them working better with the other new features introduced in this build. Bones should be working nicely with the new deformation features when the next build is ready in roughly two weeks. We're pretty excited about what's up ahead and the state of the roadmap to 1.0. Once the bone build is released, one or two builds later we will reintroduce strokes, now using and interacting with all the new systems and fe
  13. New build out today. See the private forum post for details.
  14. Thanks everyone for your continued patience during what proved to be a very long and often delayed Spriter 2 development process so far. Now that the research part of Spriter 2's R & D is complete, we're finally able to switch to a consistent development cycle. We've released a new alpha today and there should be a new build released roughly every 2 weeks from here on out. The current build is very bare-bones with several known issues (see changelog), but each subsequent build will introduce new features, bug fixes, and/or other improvements at a regular pace until Spriter 2 reaches a stab
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