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lucid last won the day on January 7

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About lucid

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  1. lucid

    Spriter 2 FAQ

    It's live everyone! Everyone come look! Please share! Please back us!
  2. lucid

    Spriter 2 FAQ

    Still working on it, everyone! We're shooting to have the Kickstarter launched by midnight California time. There's a lot of stuff to cover!
  3. lucid

    Spriter 2 FAQ

    Sorry, everyone! We got some early feedback and decided we can more clearly explain some of Alchemist's unique features. We'll launch the Kickstarter tomorrow evening with an improved video. Here's another teaser to hold you over.
  4. lucid

    Spriter 2 FAQ

    Happy New Year! The public beta for Spriter 2 is scheduled for July 2020. We've also been working on a powerful procedural animation and content creation add-on suite for Spriter 2 called Alchemist. We're launching a Kickstarter for it on Friday! Many of the videos we've been posting lately have teased some of the features that Alchemist will offer. On Friday, you will be able to learn a lot more through our Kickstarter campaign. We're really excited to finally be able to show all this stuff off! As a result of the infrastructure to support Alchemist, Spriter 2 itself will also be more powerful than originally planned (and is still free for all current Spriter Pro owners). Alchemist will let you expand Spriter 2 far beyond just 2D animation creation. Learn more Friday!
  5. lucid

    Spriter 2 FAQ

    Flexible hierarchies - Stay tuned later today for our big announcement!
  6. lucid

    Spriter 2 FAQ

    Hello everyone! Happy holidays! Here's another add-on feature teaser. We'll be revealing more upcoming add-on features and more in our big announcement before the new year.
  7. lucid

    Spriter 2 FAQ

    new video on psd support:
  8. lucid

    Spriter 2 FAQ

    @bwwd Stay tuned for a lot more info later this month. But we intend these controls to be tools for you to use however you wish. @Cherezyuk - Thank you very much!
  9. lucid

    Spriter 2 FAQ

    Here are answers to some frequently asked questions about Spriter 2. We will keep this up to date as questions come in and answers become more concrete. Posted below are teaser videos for an upcoming Spriter 2 add-on. Subscribe to this thread to keep up to date with the latest info and videos. Will there be an API for Unity, Unreal, Construct 3, Godot, C#, JavaScript, etc? From near day one of the first full release, there will be full runtimes for C# and Unity. Updates to these runtimes will be released along with new builds of Spriter 2 whenever new features are introduced. In addition to Unity and C#, the primary APIs and plugins we'll focus on are C++, JavaScript, Unreal, and Construct 3. Beyond that, we plan to work with expert developers for any other platform as much as possible to ensure the best Spriter 2 support possible, as soon as possible. Because there are so many unpredictable factors, we can't give ETAs on any particular runtime yet. Will Spriter 2 run on my OS, when will it be supported? We have to stay focused on the Windows version until the first full release. After that, we plan to support the current version of macOS, and the officially supported Linux distribution by Steam at the time of initial release. Features will always be developed on the Windows version, so there will be more frequent beta releases on Windows between full updates available on all OS's. We can't give ETAs on release dates yet. When will Spriter 2 release? When will there be a new build? We will be narrowing the release window for 1.0 in the big announcement we've been working on for later this month. In addition, there will be a new beta release in January and regular build updates from that point on. Why has it taken so long? We wanted to make the best tool possible, and ensure we can expand it drastically, well into the future. Over the course of development, we kept having ideas for future revolutionary features and workflow. We wanted to make sure we had a framework to not only superficially support these features, but to fully integrate them with the rest of the features and workflow. This took more time, but it ensured not only this room to grow, but also improved all the features that have already been announced. What's the add-on you mentioned recently? We need to be vague about this until our upcoming announcement. In recent social media posts, we've teased some of the features of the add-on (also posted below). The core version of Spriter 2 will be far greater than what we originally planned, but this add-on will expand Spriter 2 far beyond simply creating animations. We're excited to reveal much more in the upcoming announcement.
  10. @radel1996 https://www.construct.net/en/construct-2/addons/177/spriter/9-16-2019-392 This should fix it. Thanks for reporting the bug.
  11. If you don't mind sending the project to mail@brashmonkey.com (please link or mention this thread), we could take a look at it for you.
  12. Sounds like it. Your own transformation class would still need to grab the parent and transform using the matrices. You won't have to search, though, if you use the array/list method. It's not the parent's id that is given. It's the parent's index within that list.
  13. Hello. It looks like you're not applying the parent bones to the child objects. In the scml file (or scon file), you'll see something like this: <bone_ref id="0" timeline="22" key="2"/> <bone_ref id="1" parent="0" timeline="23" key="2"/> <object_ref id="0" parent="0" timeline="65" key="4" z_index="0"/> <object_ref id="1" parent="1" timeline="62" key="5" z_index="1"/> You would have something like an list of transformations. Take each bone transformation and put it in the list in order, first transforming it by the parent transformation at index 'parent'. So in this example, you'd put the first bone_ref's transformation at index 0. The second one (id="1"), you'd transform by the transformation you put at index 0 (since it says parent="0"), and put the result at index 1, and so on. Each "parent" value refers to the index of transformation you'd use for that bone or object. The same goes for objects, except you don't need to store their transformations in the list, as the non-bone objects can't have children.
  14. Hello, the timeline specifies the index of the timeline that's being parented, and the parent refers to the index of the transformed parent. If you use an array or list for the results of your bone transformations. The first one in the hierarchy is 0, second is 1, etc.
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