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tombmonkey

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Posts posted by tombmonkey

  1. UPDATE (Mike at BrashMonkey): Links all seemed dead, so I hosted the Spriter files here:

    https://drive.google.com/file/d/1ww4Gs41EpRJzbNwdXAZK-PHI5HMP2JC7/view?usp=sharing

    (updated link)

     

    I think it would be nice to have a topic where people come and post wips and stuff to get feedback and show off.

    I will start and hope other chime in with stuff.

    http://i.minus.com/ibv8McFxqBk8i.gifhttp://i.minus.com/iRGK2RQtE3gQG.gif

    I'm using some heavy image switching to get these results. I wish I could flag keyframes or something so a keyframe where there's only a image switch would look different so I don't have to waste so much time looking for the keys where things actually move.

  2. What you are asking for I don't think is possible currently with spriter, remember that spriter main purpose is to create small animations to be used in a game.

    I think it would be nice to have a way to use animations you have created as part of other animations, it could have some neat uses like a boss being made of a bunch of parts that are animated independently and loop around while the boss does his stuff.

    Also, it would be great to be able to make cutscenes in a more cinematic fashion, as "coding" them in an engine is always a pain and they never look just right.

  3. What do you mean by "any animation done between frames 1 and 2 has no bearing on frame 3"?

    Frame 1 is interpolated to frame 2, frame 2 is interpolated to into frame 3, so anything done before frame 2 will in fact never affect in any way frame 3.

    What are you trying to do? It's hard to understand what problem you are having without knowing.

  4. I was wondering if freeform image deformation and skinning are going to make it into 1.0 or close after it.

    In your kickstarter video you mentioned them as things you would like to add if you got over your goal, and since you almost tripled it I guess at least those 2 are going to happen.

    Also, is there a roadmap somewhere about planned features that we can see?

  5. Thanks a lot everyone :)

    ibqOUN9eGN2fqT.gififPVVyGvV48Hp.gif

    I made this and various other animations, I personally consider the experiment a success.

    Now that I have a bit more experience with spriter I think I have come up with the kind of animation I want to achieve.

    My plan is using the modular animation style as a means to save time on cleanup and in betweening, but not rely on it to make entire complex animations using only a handful of images. Animations should make the pieces, not the other way around.

    So since I feel ready to start animating I started with the basic stuff.

    iK6QvRArtXyXY.jpg

    ibkF4klX9asC1A.jpg

    I plan on working with bases and develop my games and maybe spriter art packs using them, doing traditional animation I always animated the nude body anyway, so it doesn't have to be any different now.

    These are the bases I would like to fully develop over time.

    ibviLL2kZ3ECYF.jpg

    And a random sketch just because.

    i7kPYevVbrMzm.jpg

  6. After working a bit more with spriter I have a couple more suggestion regarding ease of use and making an animator's life simpler.

    -When you are switching images, there should be a way to make previews larger. I'm working with large amounts of images and in the size of the preview most of them look almost the same (specially things with subtle differences like necks and arms).

    -Again, when selecting a image to switch too, I would find useful to see the image file name.

    -There should be a way to reorganize your files, folder structure and rename files without destroying your animations.

    -Be able to point the spriter file to look for images on another folder. I think this would be especially good for art pack. For example, I have the spriter file looking for images at one folder that has the pieces for one character, but on another folder with the same structure and file names I have the images for another character. So, instead of having to go in windows and replace the files in the original folder I can just tell spriter to look for images on a different folder.

    And this is more of a question, is there a way to switch images any other way than right click? If I want to switch an image when another is on top of it I just can't, since right click will bring the files of the image in front, I can go and change the z-order, change the image and then restore the z-order, but this isn't very practical.

  7. To make an animated gif using the png files rendered from spriter with photoshop in a quick way:

    In photoshop go to file->Scripts->Load files into Stack... and point it to the folder where your files are, it will load all the files as layers.

    When that finishes, in the animation timeline hit the button in the upper right corner to display the options and choose "Make frames from layers" and then just file->save for web to save the animated gif.

    ***********************************************

    This is how I'm working, as I said I havent done much cut out animation before so I don't know if this is a good process.

    if6ygulsdVKuw.jpg

    I try to get the pose I want in spriter with whatever I have, then I draw over it and separate in pieces. Later on I do the animation with what I have, then start checking the keys and drawing more pieces where needed.

  8. Just sketches and concepts for the time being.

    Critics and comments are highly appreciated.

    Early Concepts, White Queen and Black Pawn.

    iqSw5z14yUM5I.jpg

    Black Pieces.

    ibawNYzNGrKoXh.jpg

    Trying to come up with a color palette and some themes for the backgrounds.

    ibq9rKAVpEl2hc.jpg

    Pawns, changed proportions because I switched the game from jumping on enemies to slashing enemies and 3 head tall people with swords look kind of silly.

    ibwYDuYChWJWy0.jpg

    The Bishops.

    ibsibRG2OafihJ.jpg

    The Rooks.

    iUtoTE34ZadzN.jpg

    I have 3 main body types, the plan is to make the animations using a base for each type and recicling animations between characters that share the same body type.

    First walk test. Regular male base.

    ibh69KerMEvZLK.gif

    It's missing a frame when the right foot touch the ground, prob spriter crashed and I forgot to redo it, wasn't gonna reassemble the thing all over again just for that. :lol: Anyone knows a simple program to make gifs, where I can just load all the pngs and hit save gif. Doing this in photoshop is too slow to do it for showing purposes.

    I have only done traditional animation in the past so I'm a bit at a loss as to how to make cutout animation. Im gonna try and combine both styles and see what happens.

  9. My problem is not that I don't want the sprite to scale with the bone it's assigned to, my problem is that if I scale for example the chest bone, all the bones that are child's of the chest bone will scale too, even when scale inheritance is off.

    In this example I want to scale the chest a little bit to make it look like its expanding from breathing, obviously I don't want the arms and heading scaling all over the place when doing so.

    Another thing I wanted to use scaling a single part was scale a leg that's facing front to make it look like its bending, I don't want the shin and foot to scale too but it seems I can't help it.

    Mail sent.

  10. I have tried turning off scale inheritance from both bones and sprites, yet, no matter what I do when I scale a bone in the immediate frame the children don't change, but in the interpolation between frames they go kind of crazy.

    In the attachment there are two keyframes and an in-between, in both keyframes all scale inheritance is turned off, both bones and images, I scaled the chest bone just a little, yet for some reason in the interpolation the images change size when in theory they should all stay the same.

    Am I missing something as to how scaling works?

    post-10499-14159834100592_thumb.jpg

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