rIKmAN
Members-
Posts
38 -
Joined
-
Last visited
-
Days Won
1
rIKmAN last won the day on May 9 2015
rIKmAN had the most liked content!
rIKmAN's Achievements
Newbie (1/14)
8
Reputation
-
Ddyrinsyk reacted to a post in a topic: Rotation AntiAlias Problem
-
salemakeupbq reacted to a post in a topic: Rotation AntiAlias Problem
-
JohnnyType reacted to a post in a topic: Rotation AntiAlias Problem
-
WalterMi reacted to a post in a topic: Rotation AntiAlias Problem
-
DarrenOl reacted to a post in a topic: Rotation AntiAlias Problem
-
Arrgincey reacted to a post in a topic: Rotation AntiAlias Problem
-
AlisaMesy reacted to a post in a topic: Rotation AntiAlias Problem
-
DalilaTuP reacted to a post in a topic: Rotation AntiAlias Problem
-
1st post from me 24th July 2nd post from me 3rd August Still no reply to the question, really!?
-
You can use multiple source folders, as long as the Spriter file is at a higher level than those, so it won't have to back up the tree to find the images. Here's an example of how two animations can share images while still having things neatly organised: /project/goon.scml /project/goon/body.png /project/goon/hand.png /project/tools/hammer.png /project/hero.scml /project/hero/body.png /project/hero/foot.png /project/tools/hammer.png Hey trummgottist, thanks for the reply. Yes sorry I understand that, what I mean is that if I set the paths to go back up to tree manually in Notepad, and then load that into Spriter B4 then it works perfectly, all images and keyframes. However when I then re-save the file inside Spriter, and look at the .scml in Notepad again it has changed the paths to read ".../" rather than "../../../" which means it doesnt load any of the images when opened again in Spriter. I am wondering if Spriter changing the paths upon save is a bug or a feature, as it does work when the paths are set manually.
-
Ahh damn, thanks for the info on this lucid. With that said, then this means that I have to have EVERY animation for EVERY object that my character interacts with, actually IN the character .scml file - otherwise I have to re-rig the character from scratch every time I want a new animation. Is that correct? I have posted elsewhere (bugs forum) that when I tried to get around this by pasting the keys from each project (into a new project) and then manually editing the scml to "../../../file.png" to traverse paths to enable the images to load - then Spriter saves the paths as ".../file.png" meaning they don't work on next load. Is this a bug or a feature to stop us using multiple source folders? Something else I mentioned in another thread, is that with what you have said meaning the only way is to include all animations in one massive .scml file, then we need a way to move animations up and down the list in the Animations window. Having to have so many animations in one file means it is really important to be able to organise them and keep them in some sort of order to stop me going insane. Currently if I clone an animation, the new clone appears directly under it in the list and cannot be moved up or down so end up with a long unorganised list of animations which I have to waste time searching every time I try to find the one I want. Not productive at all. Last question, what is the rough ETA on 1.0 - is it this side of xmas as that is the window I am looking at for release for my game. Thanks for you time lucid, it's appreciated.
-
The last couple of days I have been having problems when trying to use images from different folders within the same animation, and I am wondering if Lucid or BrashMonkey could confirm a few things for me. Here is the situation: I have a full character, animated with various animations, saved and working perfectly. I then make a new animation, which for example is a background with swaying trees, flying birds, a car goes past or whatever else random scenic animations I choose. Now, the problem starts here, as I want to literally place my pre-animated character into this scene and have him walk along the path, maybe interact with an object somewhere (sit on a bench for example) How do I do this simply? Is it even possible? I know I can place all the character images and all the background images in the same folder, but then I have to re-position, re-rig and re-animate my character every time I want him in a new scene? That can't be right. I have tried copying/pasting keys from the other file and then editing the new scml manually using file paths with "../../../file.png" in them, which works great the first time I load the file after editing the paths. But then if I save that again in Spriter it mangles the path in the scml to ".../file.png" when you save it so that the images don't load again the next time. Why can I not simply drag in or load an existing .scml to use within another scene, am I missing something? Also the "entitites" - I must be misunderstanding these, as I assumed they would be different "entities" within the animation - lets say a character and a vehicle which you want to animate getting in/out of. I thought it would be a case of dragging in my pre-done "character" entity, my predone "car" entity, and then off I go animating them together. However, when you add a new entity to an animation, they have their own timelines and you cannot make them interact as part of the same scene? What am I missing here? Hopefully something obvious as this is frustrating. Hope what I am saying is making sense, hopefully someone can help point me in the right direction. PS. Just realised I asked a related question back in march: viewtopic.php?f=2&t=10599 How far off is being able to import existing scml files into a single new project - is this what I am after? If there is an existing way to do this other than manually recreating everything for each new animation (which seems ridiculous), please let me know! :)
-
I am trying to use images from different folders, but have been having problems. If I edit the .scml file in Notepad to read: ...then the file loads fine and loads all images. However when I then save this and look at the saved file in Notepad, it has been changed to: which then loads but all the images are missing until I manually edit the paths again. What are the plans with regards to multiple image folders, and using scml files inside each other (dragging a full character into another animation for example)
-
I should be able to move animations up and down the list in the Animation Window. When I go to start a new animation by cloning an existing one, it appears directly under the source animation and cannot be moved, meaning it is hard to keep the list in any kind of organised order. CTRL+UP / CTRL+DOWN on the highlighted Animation to move it would be perfect.
-
Ah that sounds good, I was worried I was going to have to load every image at startup like it does now (before character maps) - which would have been a huge problem in terms of memory management. I look forward to the guidelines you mentioned, keep up the good work!
-
Can these character maps be changed/swapped realtime in our code, or are they all loaded with the scml at startup? What I mean is if I have a character with 1000 possible variations of clothes/armour/weapons/whatever, do I have to load every combination into memory when the scml is loaded (thus loading every possible character map/image), or can I define 2 character maps (normal/edited) and load the necessary images into the second character map as they are needed in the game in realtime? (thus only using 1 extra character map to load in new images for all combinations when they are needed) Hope that makes sense.
-
Wow....for some reason the shortcut on my desktop was named B3....yet when I checked the About inside Spriter it was B2...no idea how I managed that! I've just upgraded and can confirm it works great, sorry lucid.
-
This isn't a bug as such, but it is very annoying none the less. It seems that rotations are based off the pivot point you can set, but scaling still works from the top left? This causes issues when trying to scale an image up and down as because the scaling is done from the top left it makes the object slide out of position, rather than just get bigger "in place" as it were. Imagine a characters torso, which you want to scale up and down to simulate breathing. Currently when you scale it up, it slides out of position and goes out of place with the rest of the character. There may be a reason for this, and if it's something I am doing then I'm all ears on how to work around it.
-
Lucid, when you say the next feature is "likely" character Maps, how certain is this? I ask as from what you said in another thread Character Maps is the ability to change/hide images in realtime, and use the same animation skeleton for multiple characters (same skeleton, different images), and this is a feature I am waiting for in order to push on with my project :)
-
Anyone?