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lucid

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Everything posted by lucid

  1. 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 features. The flexibility of all these features working together should allow for some really cool possibilities. After the stroke build, there are just three main 'phases' left until a feature complete beta and 1.0. Well, really more like two and a half. The first phase will consist of a bunch of small essential features that will flesh out the program and make it feel complete. These will be all the basic functions like multi-selection, animation management, copy/paste, delete, image/video export, etc. Also, during this phase we will be polishing the user experience, streamlining the workflow, and of course eliminating all the bugs we can find. Each build during this phase should feel like a substantial step toward 1.0. The second phase will be implementing the last major 1.0 feature, which will be image swapping. We want image-swapping to feel easy and natural to work with as part of the larger set of deforming features, so it's not as straightforward to implement as it might seem at first. The systems that power the image-swapping will also be a big part of what powers a lot of the post 1.0 features, so this will most likely take more than one build to fully flesh out. When image swapping is ready we will be in feature complete beta. This means the program should have all the functionality of 1.0, though it may still contain bugs or minor usability issues. Finally, the last half-phase will be any refactoring maintenance under the hood that still needs to be done. I will also take this opportunity to separate the editor portion and the runtime portion of the save format if that hasn't already been done yet. And of course, again we will squash any major known bugs before we call it 1.0. Upon 1.0 release, we will release the Mac and Linux versions as well. Thanks again everyone for your patience during this long journey. We're nearing the home stretch. New 0.0.0.18 features: Bone features delayed until 0.0.0.19: 0.0.0.18 Change Log Additions Added a new pop-up menu item when right-clicking a mesh to choose a deformer for that mesh (pin deformation has been moved here) Added quad patch deformation Added bezier patch deformation Added the ability to add additional child meshes to any deformer (see help for additional information) Changes and Enhancements Pin deformation no longer automatically applied to a mesh. It can now be accessed by right clicking a mesh, and accessing the deformer menu Help now supports multiple pages of information 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 Visual bug when first applying a deformer to a new child. Image sometimes shifts 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 images doesn't function correctly. Changelog appears every time you open the software, instead of just the first time you open the new version
  2. New build out today. See the private forum post for details.
  3. 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 stable and feature complete release. This build introduces a new workflow with separate modes for rigging and animation. We've temporarily removed strokes for this build as we shifted over to this more final workflow paradigm. Strokes will be reintroduced in an upcoming build and able to take full advantage of the new rigging system, which will give much more control over how your image is mapped to your strokes. In the meantime, we have a bare-bones version of the new pin system, which will also be expanded in subsequent builds. Additional Release info: Spriter Pro owners can access the Spriter 2 forums for more information (or here if you own Spriter Pro on Steam).
  4. Thanks @ibiz. That file was very helpful. Please let me know if this fixes the issue:
  5. Sorry about the confusion. We forgot to update that. It has worked with the c3 runtime for quite some time now. Here's a link.
  6. lucid

    Spriter 2 FAQ

    It's live everyone! Everyone come look! Please share! Please back us!
  7. 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!
  8. 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.
  9. 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!
  10. lucid

    Spriter 2 FAQ

    Flexible hierarchies - Stay tuned later today for our big announcement!
  11. 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.
  12. lucid

    Spriter 2 FAQ

    new video on psd support:
  13. 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!
  14. 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.
  15. @radel1996 https://www.construct.net/en/construct-2/addons/177/spriter/9-16-2019-392 This should fix it. Thanks for reporting the bug.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. K. I will make it scale for next build.
  21. The version is approved now @Chadori_RebornXD . If I remember correctly, subsequent versions might not require the lengthy approval process.
  22. k. It's less translucent for the next build.
  23. @Berty - sure, check our Steam forums. Make sure you're logged in under the account you purchased Spriter with, and you should see a subforum on the right side called Spriter 2 Testing.
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