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lucid

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lucid last won the day on June 10

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  1. Hello everyone, We had hoped to post this announcement along with the latest build, but there's still a bit more to do before it's ready. However we can update you on the progress of Spriter 2 and a couple of other relevant details about the upcoming builds. First, I will be moving home and office to a new city in July. Unfortunately, this means after the upcoming build, we don't know when update builds will be released until after the move. On a happier note, there is not that much left to do before Spriter 2 is out of alpha, and onto a feature complete beta. There may be some minor features added during the beta, but it will essentially be version 1.0 aside from bug fixes, documentation, runtime implementations, and non-Windows OS's. We still won't be giving an ETA today, but these are the remaining features before the beta. Each feature may take longer than one 2 week release cycle, and won't necessary be released in this order, but it should be easy to follow progress until the beta from here on out: Image swapping (in progress) Linking deformers Hierarchical deformation Sub-Entities Miscellaneous workflow and UX enhancements (smaller, simpler features that will be quick to implement) 1. Image swapping This is what will be included in the release I'm currently working on. Image swapping will work somewhat like it does in Spriter Pro with the pop-up image selection bar, but much more customizable. For instance, if you have 3 frames for a head turn to the right , you will be able to create the full 5 frame left to right head turn, mirroring and positioning each frame, and then placing them on the selection bar in whatever order makes sense to animate with: 2. Linking deformers Currently, you can add a single quad or bezier patch deformer to one or more images. This feature will allow deformers to share their control points allowing you to link one or more deformers together to deform objects of arbitrary complexity, simulate perspective, etc. 3. Hierarchical deformation Currently a deformer can be the child of a single bone, this feature will explore how far this can be enhanced. The goal will be allow defomers to be the children of strokes or multiple bones. We will also explore the feasibility of whether we can make deformers be children of other deformers. 4. Sub-Entities This will be an enhanced version of the experimental that was in Spriter Pro. It will allow you to create sub-animations that can be controlled from within other animations. For instance, you could animate a head turn using multiple images, deformers, alpha fading, etc, and then tie it to a single slider that can be used to turn your head at any time. Unlike Spriter Pro, the inner-workings of this and related features are part of the DNA of how Spriter 2 was designed under the hood, so the workflow should feel seamless by 1.0. This was originally going to be an Alchemist-only feature, but since things have been delayed by so much longer than anyone anticipated, we wanted to give something back to everyone who's been so patient all this time. 5. Miscellaneous workflow and UX enhancements These are several smaller features, enhancements, and just the final touches to other features that are needed to flesh out the program and make it feel complete and easy to use. There are several, but some examples are: Export options such as trimming, etc to flesh out the export to image/video feature Ui missing for any feature that currently requires a keyboard shortcut Better timeline visibility options to filter to current to the current selection, be able to arbitrarily expand the timeline size, etc One last pass on the save format to mark it as final. We also want to separate the format into editor-specific and runtime sections to make it possible to save even smaller saves for runtimes, while maintaining the ability to have feature rich saves of future editor states. Once again we want to thank everyone for your support and patience. We're on the home stretch now. We hope that you enjoy the final product and our vision for how easy and fun a powerful 2d animation program can be. There is more planned for after 1.0, but we'll save that for after its release.
  2. Hi everyone. Several mundane but unavoidable matters have delayed my progress for this next build by at least a week. Along with this next build we'll also provide a short list of what's left to arrive at the 1.0 feature set.
  3. Ah. I either created and lost, or never got around to creating a little set of gifs that showed common issues like this, and how to solve them. If I remember correctly this could be the texture coordinates being reversed in that engine? Try changing every pivot point to (pivot.x, 1.0 - pivot.y) as you load it (essentially flipping the pivot on the y axis).
  4. hello @brinsleylogic, it looks like it might just be the opposite rotation angles for that framework. Try taking the negative of each angle when you load the file and see if that fixes it.
  5. 0.5.5.0 Change Log Additions Added check for save changes when exiting application through windows rather than the in application UI Added context menu for entity states (animations) - right-click on entity state name Added ability to duplicate entity states Added ability to delete entity states Added ability to drag multiple selected keys at once Changes Moved 'Create New Entity State' to the new entity state menu Bug Fixes Fixed a bug where a check for saving changes would occur after making no changes to a new or freshly loaded project Fixed a bug where the most recently loaded file wasn't saved to settings Fixed a bug where clicking a file in the file browser wouldn't update the file to load Known Issues Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state Undo and Redo don't always function correctly with the new features Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now.
  6. 0.5.1.0 Change Log Additions Added multi-drag/rotate when multiple objects are selected Added easing curves for keys (right click on a key) Added ability to add new entity states (animations) Added ability to rename objects and entity states Added ability to exit to main menu Bug Fixes Fixed a bug where the first attempt to open the value editor by right-clicking a key wouldn't display the proper value Known Issues Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state Undo and Redo don't always function correctly with the new features Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now.
  7. Hello. Sorry about that delay. I hadn't received the email, but Mike forwarded it to me. It was the problem I mentioned in my last reply. I will get this fixed in the next plugin build so this isn't necessary in the future, but you can fix the issue immediately by renaming your objects that have characters C3 can't use for object names (like spaces). For instance if you rename JARI DEPAN to JARI_DEPAN and JARI BELAKANG to JARI_BELAKANG then future reimports work correctly.
  8. hi @arcadesindo - I'm not able to reproduce the problem on my end. I did find that if you have characters (like dashes -) in your sprite names that c3 can't use in an object it will duplicate those. If you'd like to send us your zipped Spriter project to mail@brashmonkey.com I can take a look.
  9. While we incremented previous build numbers, it was purely sequential instead of being based on progress towards a core-feature complete version 1.0. Now that we're much closer to that we figured we should start updating the build numbers accordingly
  10. 0.5.0.0 Change Log Additions Added ability to delete keyframes in Animation Mode Added ability to cut, copy, and paste keyframes in Animation Mode Added ability to cut, copy, and paste objects in Rigging Mode Bug Fixes Fixed a bug where you couldn't drag out more than one of the same image at a time Fixed a bug where strokes would alter their children when being redrawn while in Rigging Model Fixed several bugs with certain undo/redo operations dealing with strokes and ligaments that caused unpredictable behavior Fixed bug where timeline ruler lines would disappear when the timeline was scrolled or zoomed by certain amounts Fixed bug where keyframes were sometimes not clickable Fixed a bug where double-clicking to create a keyframe based on the current object state for child objects wouldn't use the correct transformed child value for the new key Fixed a bug where under certain circumstances, altering the hierarchy would break previously established rigs Known Issues Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state Undo and Redo don't always function correctly with the new features Changes to z-order in rigging mode not reflected in animation Occasional visual glitches while editing animations Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now.
  11. Thank you! If you bought it from our store, you should be able to access it by going to My Purchases from the top bar of this forum. Go to you Spriter Pro purchase, and it should be there under Product Downloads. You only need to download this once, as it will automatically update each time you launch it.
  12. No need to apologize, your frustrations are completely valid and we are extremely grateful and humbled by the patience and support you and the rest of the Spriter user community has shown us all this time. Especially after such a long delay words are cheap and ultimately change nothing of substance, which is why we're relieved that not only are we showing concrete progress roughly every 2 weeks with the new update builds, but this latest build is an especially significant milestone because it reintroduces the final core feature of Spriter 2, now properly integrated in with the other features under the hood. This means Spriter 2 has now officially reached the point where the majority of future progress will be accomplished via much more simple tasks - small missing ui and features, bug squashing, and improving work-flow and UI with the help of the Spriter users with the time and interest in testing and providing the invaluable feedback they do. For likely obvious reasons we we want to avoid any time estimates until this is so far along we can safely announce a launch date. At least now that is much closer on the horizon than even a couple of update builds ago. There are still many additional features we'll continue to add as well, but their level of complexity is far simpler than the work which we've completed over the past couple of months. Regarding direction we have a very concrete and concise plan for features and the largely the order in which we should add them, but this groundwork had to be finished first.
  13. 0.0.0.31 Change Log Additions Added stroke-based hierarchies and rigging. (Video tutorial coming soon. To use, while in rigging mode, Alt-Shift-Left Click and drag to draw a stroke. While a stroke is selected, hold B and click a bone or mesh to add it as a child. In Animation or Rigging Preview Mode, select a stroke and shift-click to redraw/animate your stroke) Known Issues Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state 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 Save and Load not working reliably in all situations Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now. Dragging out more than one of the same image doesn't function correctly.
  14. I tried with the scon version (that was the one that took 3 seconds). Disabling prettify in custom save options will make the file smaller: It is most likely taking up so much more space because pretty printing json arrays involves a lot more newlines and indentations total. You're still having slow loading issues when not in debug mode, and with the updated file (without the duplicate animations)?
  15. You can choose how to apply and stack them via code. If you wanted to just use multiple character maps together, like one for the arms, one for the legs, etc. You can just do that without needing to create them dynamically. It is most likely possible to create your own using the charactermap classes (in the character map folders), but this isn't a built-in function.
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