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mildanach

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Everything posted by mildanach

  1. OK, I realised that blending may cause this problem, so I gave up on that. But again, animations were played properly only once, showing only last frame for consecutive replays. I thought this is related to time, so there's workaround: instance->setCurrentTime(0); instance->setCurrentAnimation(name); But still, there is remaining problem with blending such animations.
  2. Hi, I spotted a problem with non-looped animations. I've got three anims in a project (each 500ms), and when they're played, some of them tend to stuck at the very beginning. Everything works fine if loop is on. I'll try to investigate, but maybe someone has seen this earlier?
  3. R10 from Steam. Found problems: 1) double-clicking sprite to rename it works only once after opening a project 2) cannot replace sprite image when using atlas (from texturepacker's json)
  4. (solved) After some investigation, I used EntityInstance::getZOrder() to get ObjectInterfaceVector Anyway, have you tested loading scenes with Settings::reverseAngleOnLoad == false? In such case every spin must be inverted, otherwise sprites spin like crazy This should be done in SpriterDocumentLoader.
  5. Hi, Can I get access to transformations of all sprites after EntityInstance->setTimeElapsed() was called? The problem is I have my own hierarchy of sprites, and I don't want to draw them from ImageFile::renderSprite(). I tried to capture transformation there and use it later. This fails in case when two sprites use one image. Because there is no sprite identification (?), only image, I can't tell which specific sprite is rendered and second transformation is overwritten by first. How can I solve this?
  6. Found subtle bug in scml. Whenever angle value goes down, there should be spin="-1" attribute in key node, right? However it's not added on very small angle changes (smaller than 0.001?). This bug caused weird 360 degree spins in our engine, because it interprets spin very strictly :)
  7. Hi, I've got some new observations. I see that object are deselected when I jump between frames. It would help a lot if they stay selected. Similar thing is with property grids in left pane. Their fold/unfold state is frame-bound, but should be global, imo. Is there any public build coming soon? :)
  8. My suggestions: * Optional frame ghosting (translucent previous or next frame displayed in bg, for reference) * Big keyframe number and its time displayed inside work area (e.g.: 2/10 @234ms ) * Character pose copying (plus some kind of pose repository?)
  9. I discovered another way (but still complicated): add parts in frame zero, arrange them, select, copy and finally paste in other ones. Z-order is lost, unfortunately. You can't select parts in left panel, only in scene area. Cannot copy parts between sequences(timelines?). Spriter crashes in such case.
  10. Hi, Spriter is a great tool, but I have one concern. How can I quickly add new objects to all frames of existing animation? I tried dragging from Persistent Palette, but it's inefficient and problematic - for example, the initial pivot position is being reset. The only way I see now is with copying "key" nodes in XML :(
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