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lucid

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Everything posted by lucid

  1. @kenyonb - Is it using the self-drawing method of the plugin? The C3 plugin doesn't support using separate sprites yet. If it is self drawing, this is just a quick thing to try, but I haven't seen this issue before, so I'm not sure if it will work. But try to open up the sprite editor for each scml object in C2 and close it again, and resave. The Spriter plugin doesn't have an 'animation-folder' tag it expects, so it might have something to do with the way C2 is saving the animations in the capx.
  2. Hello again everyone. Thanks for your patience. Here is a fix: download here
  3. As Mike said I'm still working on Spriter 2 stuff at the moment, but I was able to take a look at this issue, finally. I filed a bug as per Ashley 's suggestion, and it should be simple to update the plugin once the SDK supports animations. I made an attempt to circumvent the issue using images instead of animations under the hood, and it doesn't seem like there'll be an easy way to do it without breaking projects and redoing a lot of work on the plugin. Thanks for your patience again everyone.
  4. It's the same as what you started with, but the pivot of your rotation is the base of the parent bone, not the endpoint of the parent bone.
  5. Ah! I see. I totally misunderstood what you mean by 'end X&Y of the parent/root bone'. I thought you meant the x and y of the parent after any transformations, which is the correct method. You just transform the child bones and sprites from the parent's x and y values after they've been transformed by their parents. There's no need to calculate the endpoints with the bone width unless you want to draw the bones on screen.
  6. Just thought of a couple of things it could be. First, since Spriter uses only rigid transformations, apply the xScale and yScale before applying the angle. Also, in your original post, you used 'width' and 'height' in your formulas. You would use xScale and yScale. Width is only for if you want to draw the actual bone itself.
  7. The editor numbers are absolute rather than relative.
  8. hello @clym , it's relative to the end parent x&y.
  9. Hello. I forgot there was a thread on our forums about this as well. My apologies. Here you go: https://www.scirra.com/forum/test-spriter-c3-addon_t198037
  10. Hello, @Myristavia - If the scon filename is different, make sure you have the updated filename in scml object properties. Also make sure you don't have a starting entity or animation set that is no longer valid. If both of those are the case already, if you don't mind, send me the working C2 file as well as the alternate scon and png files that break it. (lucid@brashmonkey.com)
  11. It's in the actual Spriter package. Right click on Spriter in Finder - show package contents. Then it's in contents/resources/texturepackertemplates .
  12. I'm not sure which platform or implementation you're using, but all of the implementations I know of do all the transformations in real time. Though I've seen a couple of speed comparisons where Spriter compare's favorably to other modular animation tools, because of the time it saves using the mainline key references instead of having to step through each timeline finding the current key (as opposed to time saved on transformations). Of course there is the option of exporting to a png sequence or spritesheet direct from Spriter, but I suspect you're wanting to save those space requirements for runtime, so that solution may not work for you.
  13. There isn't currently (nor on the short term roadmap) a way to do this.
  14. @KENYONB Whether the SDK supports plugins that can draw something to the screen.
  15. You are correct. Something along the lines of this would be more appropriate: if(looping) { while (newTime > animationLength) { newTime -= animationLength; } while (newTime < 0) { newTime += animationLength; } } else { newTime = min(newTime,animationLength); }
  16. As far as I can tell, the SDK still doesn't support drawing anything yet.
  17. Hello. Please try redownloading it. I put out a second release today after getting a similar error myself.
  18. I see. I didn't realize we still had that up anywhere. It is a bit out of date, and as you've noticed, has a few mistakes. That should be newTime=newTime%length; // this->length of Animation Correct. Correct again. Thanks for the offer. For now, just patience. As soon as that changes, we will let you know.
  19. Yes Which implementation are you using for reference? It sounds like a bug duplicating the angle code for the 360. You may be using an out of date reference. What's the url? Mesh Deformation will be in Spriter 2 (free upgrade for Spriter Pro owners). I apologize for any frustration it may cause, but we don't have an ETA for thatt.
  20. Hello @hieronims , unfortunately from what I can tell, as of now, only the global part of the plugin SDK has been released. Until the object part of the SDK is also released, I can't make a Construct 3 version.
  21. @Sergey Karlykhanov The process is a bit odd, but it's possible. This post explains it in detail: https://www.scirra.com/forum/viewtopic.php?f=146&t=75748&p=1009186
  22. Hello @GrindingMetal . This should fix the issue until the next version is released. This is just the program exe, not the installer, so just copy over the exe in the install directory.
  23. Would you mind sending your capx to lucid@brashmonkey.com so I can take a look?
  24. Hello everyone. Here's a new Spriter release with a couple of minor additions and several important bug fixes. Enjoy!Download here Spriter Release 11 Released 4/20/2017 Additions and Enhancements Added pro feature to allow you to set background guide images per animation. It's impossible to accidentally move or edit the background images unless you enter the guide image editing mode. Guide image information is saved in a way that will be ignored by external implemenations and Spriter's own spritesheet generation. Hovering over metadata keys (variables and tags) now reveals their data Changes Spriter will now prevent you from attempting to export to png/gif with an invalid custom rect source or target size (previously exited the dialog without exporting) Added option to right-click to rename in the z-order and hierarchy panes Bug Fixes Fixed a bug where moving animations from one entity to another would result in missing objects if the target entity already contained those objects Fixed a crash that would occur upon closing the edit variable dialog if a key was double clicked to open it and then that key was removed in the dialog Fixed a bug where variable keys couldn't be created in new animations created after the new variable was added Fixed a bug where if a project was loaded with an entity that contained a variable, keys for that variable couldn't be created in animations that didn't already have at least one key Fixed a bug that allowed you to drag an animation containing a sub-entity into the entity it was using as a sub-entity. This would corrupt the animation, as entities cannot be sub-entities of themselves Fixed a bug that would cause objects to incorrectly update angles on multiple keys after being drag/dropped under certain circumstances Fixed a bug where copy and pasting pivot points wouldn't work in certain situations Fixed several bugs and a crash when moving animations from one entity to another under certain conditions Spriter now attempts to automatically repair broken file associations that would cause default pivot points to reset to the top-left corner
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