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Miu3

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Posts posted by Miu3

  1. Is there any option to add or reduce frames between keyframes?  It gets pretty frustrating to edit the timing in the timeline by manually selecting and moving all the frames...

     

    Also i miss skev transformations, those are pretty cool for lots of dynamic animation tricks with just few drawings being used

  2. 43 minutes ago, Kent2D said:

    Wow, AWESOME job Miu! Yours is one of my favourites so far :> Great job!

    I don't know if they'll open the submission thread or we can just share the links wherever, but mine is ready aswell.

    Thank you for the nice comment :) Whatever they will decide, all i can do is wish everyone good luck! There are plenty of really neat animations and designs in this contest

  3. i think the remaining silent contestants are not even aware of the change and suggestion. I think the admin should make them officially write down dissagreeing on the change instead of agreeing to make sure they do still follow the contest to validate the decission. I still think it causes no harm to extend the deadline, ppl who put lots of work in their entries have now the chance to polish them if they want while more ppl could be encouraged to join

  4. 22 hours ago, BrashAdmin said:

    I still don't understand, likely because I don't use blender much, and have never animated with it. You wan to be able to easily select sprites which are hidden behind other sprites and move them around, right? If so, I'd certainly agree, and easier way to do this would be great.

    The reason for "key selected" is it allows you to create a key for that specific selected object, as apposed to "key all" which will create a key frame for every last object all at once.

    selecting the object that is hidden behind other object is not a problem as i do that from the Z order list, moving it around is the tricky part. Perhaps the object could by selection have a center point that allows selecting them exclusive to move around no matter in what order they are possitioned, kinda like the transform and rotation handle, you could just add a move handle too.

  5. On 7/5/2016 at 8:53 AM, BrashAdmin said:

    Hi Miu3

     

    What do you mean by "a key shortcut to move around a selected sprite"? Arrow keys allow you to move around a selected sprite. Do you mean it would change which sprite is selected..going through the z-order list one at a time?

    For the keyframes, Did you know you if you hold the shift key while pressing 1 or 2 you'll skip to the previous or next keyframe of only the keyframe for whatever object is selected (skipping main keyframes that do not include a key for that object)?

    Unfortunately there is no way to to autoset all keys to instant, but you can at least multi-select keys by holding control and then clicking each one in the timeline, then set them all to instant in one go.

    What do you mean by this?
    "And what about inserting a keyframe of the current sprites position in timeline? Like, i make 2 keyframes of a object go from point A to C but now i wanna add a keyframe right between them which has the sprite already positioned between the two points..."

    Doesn't the key selected feature do this? Just drag to the halfway point between two keys (or anywhere you want), select the sprite or bone you want to, then click key selected and it will create a keyframe for that object at that spot in the time-line.

    There is no direct way to link a sprite to another sprite... you'd need to assign both to a bone... you can have as many sprites assigned to a single bone as you'd like.

     

    cheers.

    -Mike at BrashMonkey

     

     

    For the key shortcut i have something in mind like blender has with the G button to grab and move a object around or in toonboom harmony its holding down the middle mouse button to move the object without having the mouse directly over it, but i guess the arrow keys still do the job, even when kinda slower.

    the shift+1 or 2 jumps only from keyframe to keyframe which is great, but I use more often that red line which right now has really tiny space to grab on from above the keyframes. I think around 20% vertical increase of that space would be perfect...

    Ah, so its "key selected", i see... sorry, im used to other phrases like, "insert keyframe", so "key selected" is a new one to me... feels kinda more standard, at least in softwares like toonboom harmony premium or blender that i use. Thankyou for your time and tips on some of the solutions :)

    Ill see if i can get it all work now better for the game projects i have

     

  6. There are two things id love to see in Spriter.

    One would be a better support for animating without bones. I could see this improved by adding a key shortcut to move around a selected sprite, especially those behind other sprites to well, not be hiding sprites or use the objects properties to deal with this hassle.

    Another thing would be to modify the part where you see the keyframe numbers and the top keyframes. Right now its tricky to scroll around without selecting the top keyframes, especially when there are many made. For this id like the vertical size be a little more extended to avoid acsidental keyframe selection when all i just want is scroll over the whole timeline manually.

     

    Is there also a way to automatically set instant mode in the keyframes created or i have to do everything manually after creation of a keyframe? Personally i start animating all my animations without it generating inbetween movement such like linear mode.

    And what about inserting a keyframe of the current sprites position in timeline? Like, i make 2 keyframes of a object go from point A to C but now i wanna add a keyframe right between them which has the sprite already positioned between the two points...

    Also, is ther a way to link a sprite object to another sprite object or does this work only with the bones?

  7. Any chance to import swf animations in the future? I think such feature would be very much apreseated by animators who use flash and toon boom softwares but would like to have the animations more suitable for the game design that Spriter provides. For example, I feel more comfortable to use toonboom to animate but the only formats I can export in for game design is swf and png formats and I really like the way spriter allows to use the files in C2 so with importing swf files, the animator could just import the most complex part from flash/toon boom and do other small editing later in spriter. To me at least sadly spriter doesn't feel quite well yet for complex animations that I can handle a lot better in different software and well, most of the features used for animation are quite similar in spriter so importing the library graphic assets and keyframes could be possible, no?

  8. there are two things id really love to see happen in this software is :

    a 50%transparent grid view

    Sofar I have not noticed this to be available in current version.

    when I tried to do a walking animation, it gets rather frustrating to calculate the position and right distance for the motion from A to B. The onion-skin feature is simply not good enough in my opinion, especialy when I start a new animation, sofar the only way to begin with the right position of the object to match the previous animation is to duplicate the previous animation.

    Copying first frames from previous animation into new one happens to crash the software by me

    Another feature id love to see is improvement in working on the timeline. A button that allows showing in timeline only the current selected objects and hide the rest that could help for example or putting them into group folders that also can be animated by move, scale and rotate. In toonboom harmony its a type of master peg that works really well in managing the work in timeline with multiple objects.

    Getting to animate a part of the body and then select it to move it around in the timeline can become really confusing because theres too many objects shown in the timeline that need to be selected individualy. Imagine animating spiders legs. that's where I came to the point of realization that without these sudgested features, I cant do any complex animation movements unless I starts sketching over my Wacom cintiq screen...

  9. Hello, I recently bought the PRO license and things seem to work fine sofar. Better than the first time. What I was wondering is if the plugin in construct2 can be later on fixed so when I edit the size of the sprites in layout then it will keep that size in the game preview? Sofar I can only manipulate the size with eventsheet and that could be bit troublesome if I want more specific sizes...

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