Hi,
I've been using Spriter now for a couple of months, I've worked out a set of animations for a game I'm working on which I'm happy with and I wish to implement them into my game - however I've run into a little roadblock in my pipieline.
The problem is twofold:
A: I'm using MOAI and the plugin being developed at the moment (in the developers' own time and I appreciate that) doesn't support bones or mirroring (by my initial inspection) - So unless I want to reinvent the wheel (which I really don't) I will patiently wait before I use the skeletal animation possibilities (which drew me to spriter) - (I have written a skeletal animation system previously in another engine so I appreciate how much work goes into it. )
B: The export to png feature only exports the absolute keyframes and not interpolated frame renders over time as I initially thought.
Point A is something I am willing to devote a considerable amount of patience to, given that the person developing the Moai plugin is doing so of their own volition and thus far, unpaid by yours truly.
Point B befuddles me though.. Given that Spriter has the ability to create the most wonderfully smooth animations over a time line would anyone only wish to export only the key frames?
I tested this tonight, I created an animation of a single image rotating by 179 degrees over 1000ms, there were 2 keyframes - the initial and the final. Export to png yielded only 2 images. Why is this useful?
Surely I would want 24 images ( or more, based on some setting. )
This suggests that animators must either work with 24 exact keyframes for their walk/run cycles and move their bones to exactly where they need to be - only on those key frames - negating the usefulness of keyframes in the first place, or maybe the export serves some other purpose which I am not yet aware of.
I realize that this post seems to be quite negative for which I apologize, this is not my normal approach. I also appreciate that the project has been delayed by a serious injury in the team, I am not heartless in this matter.
I would also like to add that I am very impressed with the majority of Spriter - even in it's current Alpha state. I really look forward to being able to use it to make some seriously great animations. You achieved more than I managed with my own bone editor for my skeletal animation system. My bones were forced into a single rigid hierarchy and I couldn't change images per keyframe either.
However I am still in a pickle.
I have animations I would like to export for use within my game, but I have no way (without a lot of code on my part) to use them. My pipeline is blocked.
Does anyone have any ideas or suggestions to ease me on my way?
Is there a 3rd party tool which can take my Spriter project and render the animations - scaled to the correct size?
With great respect.
Jason Farmer aka Ascorbius
(note: there is no sarcasm in this post, just honest 'trying to get something done' frustration, which may mask the love I have for the software - for that I apologize. It is my desire that you are successful for I see the potential of this software.)