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lucid

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Everything posted by lucid

  1. @Jamin Grey no direct support for circles, I'm afraid. I think points would be your best bet, as you suggested.
  2. 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 for adding mesh to bones : Select all the bones in hierarchical order that will have the mesh attached, and then hold 'b' and click on the mesh to add the mesh to all the bones, as well as automatically estimate rigging zones. Bug Fixes Fixed many bugs with bones and rigging that would result in unpredictable behavior Fixed a bug where certain gizmos (such as point and bone gizmos) would lag behind while dragging character parts or scrubbing the timeline 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 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.
  3. @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
  4. 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 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 images doesn't function correctly.
  5. 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 across entire mesh deformer Meshes with deformers can now be dragged to drag all control points at once Changes and Enhancements Improved blue control point line feedback to enhance readability of control point layout Currently hovered unselected meshes wireframe highlights for enhanced readability Wireframe now disappears after a mesh is selected to reduce visual noise Bug fixes Fixed a bug that prevented loading textures from within PSD files from previously saved projects Fixed bug that caused temporary slowdown after dragging and dropping certain rigging elements for bones with ligaments Fixed bug that caused slowdown by attempting to refresh timeline when switching to rigging mode 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 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.
  6. 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.
  7. @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
  8. @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.
  9. 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 the project before the workspace was visible and the project files were done caching Fixed a bug where you could still interact with the file dialog before the workspace was visible and the project files were done caching 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 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 issues doesn't function correctly.
  10. 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 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 issues doesn't function correctly.
  11. 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 bone-related changes for this release to before we began the refactoring process (which was the cause of some of the delay in this build). As such, bones are in an extremely unstable pre-alpha state, do not currently work with saving and loading, and have multiple severe game-breaking bugs. For this reason, we were going to release this build without bones, but we decided to make it so you can enable them with a keyboard shortcut in case you still wanted to play with the basic functionality shown in the previous bone video (see additional details below). The next several builds will introduce ui, ux, and stability improvements moving Spriter 2 toward a fully functional beta. We will continue refactoring during this time in preparation for a stable 1.0, and as that process gets further along, future builds will upgrade bones to being fully usable, and reintroduce strokes. Thanks again for your patience and support, and enjoy the new build! This version requires a new launcher. Please download it from the original download location. Future updates to the launcher shouldn't require a new download. 0.0.0.19 Change Log Additions Added export to MP4, WebM, Gif, and Sequential Pngs. To access the export menu, press ctrl-e while in Animation Mode. Additional options and access methods will be available in future builds. Added text input to project file browser Changes and Enhancements File browser now remembers the last used directory and file Upgraded engine to Unity 2020 Bug Fixes Fixed bug that allowed you to create pins outside of rigging mode, resulting in unexpected behavior Fixed a bug that allowed you to edit pin weight in animation mode, resulting in unexpected behavior Fixed a bug that caused the changelog to pop-up each time Spriter 2 was launch instead of only the first time a new version was loaded 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 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 issues doesn't function correctly. To activate pre-alpha bones: Press Alt-Shift-B Alt-click when a mesh is not selected to create a bone. When 2 bones are selected you can hold 'b' and click on a mesh to add it as a child. To adjust the curve of the ligament, right click on the middle ligament control point, and click and drag the icon that appears. As stated earlier, there are myriad issues and bugs with the bones, so they do not work with saving and loading, are easy to break and cause severe glitches, and they have various usability issues, such as the difficulty in seeing and clicking on the control points.
  12. 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.
  13. 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
  14. New build out today. See the private forum post for details.
  15. 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).
  16. Thanks @ibiz. That file was very helpful. Please let me know if this fixes the issue:
  17. 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.
  18. lucid

    Spriter 2 FAQ

    It's live everyone! Everyone come look! Please share! Please back us!
  19. 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!
  20. 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.
  21. 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!
  22. lucid

    Spriter 2 FAQ

    Flexible hierarchies - Stay tuned later today for our big announcement!
  23. 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.
  24. lucid

    Spriter 2 FAQ

    new video on psd support:
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