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Pfaeff

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  1. When performing image swapping during an animation, Spriter will interpolate the position between the two keyframes even though the position has not changed relative to the pivot point. This makes image swapping very hard to do at all. This seems to be an older issue though, since it already was the case in B6.1.
  2. I am talking about a "lock z-order and hierarchy"-button. If they are locked, keyframes won't be created for them, instead changes are applied across all keyframes. I don't care about the default value. Objects that already have keyframes will keep those, but move where no explicit keyframe was set.
  3. Thank you very much. (btw when deleting the keyframe in the project you provided, it still crashes for some reason) Those other bugs happen to me all the time. When I parent an image to a bone, most of the time, that will make some (sometimes a lot of) objects in the hierarchy disappear. They reappear after being selected in the main window. The filtering looks kinda weird in the editor. It looks right when rendered out, but the image in the editor looks very strange to me. If this is due to optimization, it would be cool if the "high res" filter could be used when the animation is not running. A preview that looks like the final result would be cool, too. This is what I mean: PS. You are right about the sword. I haven't started to actually animate anything, or I would have noticed :). btw: what about that Right.scml_000.png thing?
  4. It would be good if changing z-order and hierarchy stuff would be across all frames by default and that you would have to explicitly activate them for animation.
  5. Can't move the keyframe. When deleting it, Spriter crashes. https://dl.dropboxusercontent.com/u/27681596/Spriter/KeyframeBug_b5.zip (and where does that weird looking Right.scml_000.png come from?) Some minor issues: [*:3c043pm8]Stuff still seems to disappear from the hierarchy. Selecting the object elsewhere makes it pop up again. [*:3c043pm8]Parenting in the hierarchy sometimes doesn't work [*:3c043pm8]Images look very blurry in the main window.
  6. That would be an awesome feature. Spriter would also need to be able to render those vectors graphics into pngs for further use.
  7. That sounds really great. The game I am currently working on (using 2DToolkit) is planned to make heavy use of spriters animation system, so I am very excited to see how that will turn out.
  8. Is the 2DToolkit support currently being worked on? What things need to be implemented to make the data API work with tk2d?
  9. I just downloaded Spriter B5, created a new project and then dragged an image onto the canvas. Spriter crashed. I opened Spriter again and did the same thing and it did do so again. I tried different directories and images, but the same thing happens there. My operating system is Windows 7 x64. My colleague has the same issue (also win7 x64). btw: for some reason, google (chrome) considers downloads from brashmonkey.com as malware.
  10. So in my case, I changed the order of my objects in the first frame (the sword was in the wrong place). That is why the program created additional keyframes, so that the order would be consistent at other places in the animation? It would be cool, if that could somehow be ignored, so I can force this new order (and other changes like new objects) unto all existing keyframes. The problem with the automically created keyframes is, that they seem to have strange values, resulting in a messy animation, where no animation was intended at all.
  11. In my current project file, deleting a bone makes it freeze. It takes a long time until a message pops up (if at all), so this is different from the other crashes. Most of the time, I have to use the task manager to kill the process. Here is my project file. I have another issue, where there are keyframes for certain objects that were autogenerated and that reappear if I try to delete them. Here is the project file (this time without the graphics). The object for which this happens is "sword2". That weird animation was somehow autogenerated and I can't remove the corresponding keyframes. I think the cause has something to do with the fact, that I changed the order of the objects after I already had animated frames. There should be a way to do that so that it'll propagate the change through all keyframes instead of autocreating frames that do weird stuff and that you can't get rid of :).
  12. I just tried the latest version you posted and there is a crash that can be reproduced 100% of the time: 1. Add two or more objects to the (in my case empty) scene. 2. Select them 3. Delete them Deleting single objects sometimes works, sometimes it crashes, too. Another crash bug: Deleting "empty" keyframes (keyframes, that don't have sub-keyframes for any object) also lead to crashes every time. Further bugs: 1. If I create a second animation in my project, I can't add objects to it. 2. Sometimes, Spriter deletes the wrong keyframe (happens every time in this project): 3. I attached a project that crashes everytime I try to delete the second keyframe. 4. Sometimes the gui doesn't react immediately. If one issues another task during that time, Spriter will crash. keyframe_crash.zip
  13. Pfaeff

    Skew in Spriter

    Will perspective transforms also be supported at some point?
  14. It would also be nice to have something like this: or
  15. Pfaeff

    Better search

    Yeah, it looks like the forum search is pretty much unusable at the moment.
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