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rxninja

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Posts posted by rxninja

  1. As a professional animator I have 4 requests (in order of my suggested importance) that would make this the ultimate gaming engine. I truly believe that adding these features would blow the competition out of the water.

    1) Deformation - I saw in your videos that your guys are considering adding a deformation type tool. It doesn't need to be that complicated during the beginning of your project. To get the ball rolling I suggest adding the ability to manipulate only the 4 corners of every limb image. Having the ability to manipulate the images to the extent shown in your videos is great, but I think you will be very happy with what animators can do with just manipulating the four corners. (might be easier to implement aswell)

    2) Easing - Easing in your tweens helps tremendously when attempting to make your animations look more believable. A simple -100 to 100 option(similar to flash) is sufficient. -100 being ease in and +100 being ease out. Maybe an option to have both ease in and out in a single tween would be helpful too.(just a thought)

    3) Dynamically adding sprites - This one is obviously harder to implement, but maybe consider it for a future tool. The simplest way i can think of it is a single color that you can draw and erase to dynamically add limbs/sprites/whatever. It doesn't need to have all the whistles of a painting program, just something that allows you to quickly add elements that you can later take to a separate painting program to make pretty. (Great for prototyping animations).

    4) Offsetting Limbs - (This might already be possible, not sure) When animating characters without a skeletal structure (a lot of flash animation is done this way) it would be nice to offset the animation of separate limbs via shifting the keys over a few frames. This can help speed animation workflow. (Common in many animation programs)

    Thanks for hearing me out!

    Definitely these two. Squash and stretch is better than nothing, but skew changes everything. It's seriously the difference between making rigid XY axis animations and making animations that appear to cross the Z axis. As for placeholders, that would be amazing to be able to draw a placeholder, take it back into Photoshop, and know the exact size and shape to work on.

    Beyond that, stability is big for me. I mentioned it in another thread, but Spriter is pretty much unusable for me right now. I'm patiently waiting for a build that works, then I'm waiting for a way to get it to play nice with Unity without having to spend even more money.

  2. I've only been able to try Spriter for a few minutes at a time on my Mac, but it crashes like crazy. I had a sprite that was supposed to be about 20 pieces and three times in a row I only got to place and rig a few of them before Spriter just crashed unexpectedly. I haven't really gone back to it after that, as it seems like a waste of time until stability fixes are in place.

    I also learned that apparently the Unity API isn't really usable, it seems, and it doesn't look like anyone is working on another one (or one that works with a toolkit that isn't going to cost even more money) right now. With that in mind, it kind of feels like, "Well, what's the point in testing or learning how to use this program if 1) it crashes constantly right now and 2) it isn't even usable with Unity?"

  3. So if I wanted to use Spriter in conjunction with Unity3D right this moment, what exactly would I need? I read through this thread, but I don't really understand what's usable, what's required, and so on.

    Also, I'd like to suggest Futile as one of the frameworks for Unity support. One key selling point is that it's free and open-source, so it would be easier to adopt for anyone who's starting with Spriter and doesn't yet have a Unity toolkit for other 2D work.

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