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VictorT

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  1. I think it's very important to give users the option to change this default. An animator will occasionally need to add a part to a character every once in a while, and it would be quite painful to have to drag the new piece into each of some hundreds of frames.
  2. Are you talking about how the images look when you're editing animation with Spriter, or how they'll look in your game? In-game, your engine gets to decide how to draw the images. Spriter doesn't control that. If you're going to use someone's run-time interpreter to display the Spriter animations, you'll have to check with the author of the interpreter to find out what kind of control you have over rendering images. I agree that a smooth/sharp toggle while I'm working in Spriter would be great.
  3. I completely disagree with the idea that Spriter-specific data needs to be kept out of the .SCML format. If you do split the files up, you are likely to run into trouble in a few places: - It's harder to keep files updated in version control ("I just updated an animation. Which files do I need to check in?") - Generating Spriter scenes from other tools gets harder when you need to write multiple files to the right places. - Whatever data you DON'T put into the export format, I guarantee that someone will want it back in later on. Completely aside from those concerns, I think it's safe to assume that anyone who is severely performance- or memory-limited will compile the .SCML format into smaller and faster runtime data. Because of this, it's not terribly important whether or not there's extra data in the file.
  4. This looks good to me, and a little more straightforward than the beta format. I think the "angle" field needs some kind of annotation to help the runtime determine which direction to rotate when interpolating keys. The simplest method would probably be to just let the angles keep whatever value the animator gives them (that is, less than 0 or more than 360 would be fine). For instance, assume that the .scml has neighboring keys where the angles are 5 and 355. If I know the angles are always 0-360, I can't tell if the "right thing" is to rotate the short way (subtract 10 degrees over the time between keys) or the longer way (add 350 degrees). If the angles can be outside of 0-360, I just interpolate from the first number to the second and use the resulting angle.
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