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bwwd

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Everything posted by bwwd

  1. why dont you use deformation how it is right now, then export to png frames and import these frames into spriter as new animation ? filesize will be big but still it will be possible to use the feature.Better than nothing i guess.
  2. ah i misinterpreted it , im not using spriter files directly so its not a top priority for me until deformation is available for clients im forced to choose spine if they want to use deformation in realtime but for spriter its deformation exported to single frames , too bad cause i prefere to work with deformation in spriter , in spine they dont have auto subdivision and you have to take care of every vert which is insane with more complicated setups, having less points to move verts is better and have auto subdivided verts between points and you cant change density of the grid like in spriter , i hope that idea will stay and we will be able to set different diffent wireframe density for every bodypart, spine is very different in this aspect and every vert counts and has to be moved manually and other verts wont follow and you need a lot of them to create smooth S shape instead of Z shape.just headaches, only weights to bones are saving this feature in spine.
  3. No i dont have other machines, current spriter works so why new one shouldnt ? I ran "SpriterPlusPlus.exe" from "SpriterPlusPlus-master\Release" folder but it doesnt have icon and it says its not win32 application.I will redownload again but if you say it runs for you i dont know, do i need some libraries to run this new version on windows ? Im on WinXP SP3 That SpriterPlusPlus.exe file is only 160kb in size -- downloaded new 161kb version and now i have this : it says encountered illegal instruction , microsoft website says its command.com mismatch or something.
  4. Is it complied for windows cause i cant run SpriterPlusPlus.exe , it says its not win32 application.
  5. That's cool but there's no need for super advanced flexible curves, simple 2 point cubic curve is enough to create smooth S that will satisfy most needs and make animations less linear.Bezier curves are fine but its just about creating ease in/ease out, most of the time im using 2 point cubic and first point to very bottom and second point to very top, some preset for that would help cause i dont want to create it myself everytime im using custom curve, sometimes i adjust it and make it look less S but it depends how many keyframes i have and motion direction between keyframes.Option/Switch to use S curve by default when creating new keyframes would be also nice because most of the time i dont want linear curves.
  6. YEs you have to manually remove unneeded keyframes that are ruining your custom curves, currently there is a bug in spriter that adds keyframes to all child bones when you move their parent bone.You have to remove these new keyframes from child bones after that.This bug is quite nasty and bad, adds working hours to fix and remove unneded keyframes. Also dont use top/main keyframes on timeline to change curves, because... just dont.Change curves only on particular bones on timeline.One by one, yes one by one because multiple selection and curve change is not possible to do which will hopefully change if enough people are interested i guess.
  7. Im on 64 and 32 bit system and never had problems exporting gifs or pngs, maybe try on other computer with the same settings.
  8. Yes zoom out /zoom in will fix this issue. I didnt had single instance of FFD ruining my project and im using FFD all the time for over year.Sure i had to start setting up bodypart again because i messed something up but i save often and i didnt had major problems that ruined my project. Most of the time i assign one bodypart to one bone , very rarely im deforming one bodypart with multiple bones.
  9. So when we can expect new version that would add ability to change multiple curves into S curve ? Also bug fix for child bones getting keyframes from parent bones for no reason.
  10. Keying parent bone creates keyframes for all child bones as well , so for example i move bicep bone and it creates keyframe for forearm bone as well but i did not touch forearm bone at all. It creates quite a bit of bugs doing this, so you try to cleanup the mess and have only needed keyframes but sometimes you cant remove them.It would be better if moving bone would add keyframe only to this bone and not to its child bones.
  11. maybe you have old version or somethin, i dont have any crashes with deformations, maybe sometimes when i undo too much.
  12. I think my idea of applying S curve to main top frames was a bit different than it really is, i thought when i will change everything to S then software will smooth everything by itself which was wrong thinking , currently when i apply curves only to keyframes that i want to smooth out it works really fine how it is right now but im still missing ability to apply S curve to multiple keyframes that i currently selected.It would save me a lot of time. I dont think it will be easy task to implement something that would check direction of bodyparts between two keyframes and apply curve that's needed to smooth out that motion depending on direction of movement from one keyframe to another, cause like i said if key1 moves image to right and key2 moves image to left then they both can use S curve and it will be super fine sikly smooth perfect but if key1 is moving right and key2 is moving right+ up then S curve on both keys wont look properly, only first key can have half bottom half of S to smooth out start and key2 would have to use linear interpolation because its still moving right so theres no need to slowdown or smoothout anything. So all in all Curves system in spriter works OK they way how it is right now but i lack ability to change curves quickly to S curve withouit need to create S curve myself because i dont want to waste time to create it, i want to have it somewhere as default preset and just pick it when i need it like this : And if it could be applied to multiple keys with one click then i would be very happy.
  13. Found it, bones arent on top of tail like they should because character wasnt straight like it should be when i was drawing it so i had to lay bones anyway to test it and it worked! 25 bones and each of them is affecting dragon's body.
  14. Its because you didnt finished setup of all meshes, the one that's in setup mode is on top, just click twice on all the meshes.Then you can arrange their Z order, also sometimes you have to reload project to see change of z order because ... well because feature is in wip state so weird things happen from time to time but its possible to work around them. I dont use regular sprite objects with skin objects, you shouldnt as well if you see some problems, just import as skin, dont modify its mesh, assign it to bone , click 4 times on it and there you go. Im not even sure if skins and sprites work fine together but i would avoid it, there's no advantage to use sprite objects when all other objects are skins.
  15. It is possible to do in spriter, i did it before even yesterday with 3 bones for body, just try until it works. Tail must be like that _ not like that | and start from left to right.IT also must be straight tail so bones are in straight line one after another : - - - Attach tail to first bone in chain and then just add segments using arrows when hovering over next bones. You can have infinite amount of bones this way, i had like 20 of them for long dragon.
  16. Spriter, spine, stickman, creature, toon boom. I think that spriter's mesh deform implementation is much better than spine's implementation but that's just me :)
  17. I thinks what spriter needs is setting that smooths out curves only where opposite velocity occurs between two keyframes, because for example if my leg moves right on 1st key and moves right on second key and i will add S curve on both then it will look bad and will slowdown, thats why it must be preplanned carefully where to apply smooth curves, with 2 keys you are fine with 2 S shaped curves but with 3 keys you need different curves and it depends on which keyframe velocity starts to be opposite from previous key. This is what happens when you apply S curves to all keyframes and move from bottom to top takes 3 keys ( 10-20-30) : You see this is bad, see now it slowsdown on 20, it should create something like this automatically: Now you can see there is S through entire timeline, this is exactlyu what gives that smooth motion, so curves are different when velocity changes from up to down or down from up between two keyframes, but if velocity stays the same and its up on key 2 and up on key 3 then you dont need S curve . I hope this visual is clear, it would be nice to have settings that smooths out entire timeline, checks what keys need S curve and what keys need other curve, all thats needed is this sinusoid waveform through entire timeline instead of this zigzag:
  18. This one is from Chninkel comic book from 80's :) Deformation feature in spriter is available over one year but its experimental state, it works great for me but its a bit limited and buggy, i learned to work around that , you cant use projects with deformations in game engines unless you export frames one by one as png and its exactly what i do, i prefere that instead of having typical cutout doll look. HOw to use deformation was explained in this video its all we have about this feature :)
  19. bwwd

    S curve in spriter

    Well, now i have good news, i think ifound a way to achieve that smooth motion in spriter with curves but there is a limitation, it could only be achieved between 2 keyframes! its very tricky to work like that especially if there is no option to apply S curve to currently selected multiple keyframes and because there is this bug where moving parent object/bone will create also keyframe for its child bones - and i dont want that, i want to have only 2 keyframes for one bone on entire timeline and i have to delete many of them that spriter atomatically creates for child bones/objects. All top/main keyframes curves are not changed from linear because they work weird, not really useable for a lof of things. I changed curves on particular keyframes for particular bones below main keyframe on top. This is my result using S curves, mostly between 2 frames , to my surprise you dont even need to have keyframe on the beginning of timeline, i didnt know that and i thought my bone will be deleted completely ! And this is linear curve, look how it stops before goind up/down : So this will be my workflow for now but this bug that creates keyframes for child bones when you move parent is making this workflow VERY time consuming because i have to delete a lot of keys, i hope this and change of curve for multiple keyframes with one click will solve the problems, i still would love to get that circle shaped interpolation but what im getting with what we have is also really nice, i do think that this kind of curve should be used as default one from beginning for all keyframes that you will create and you dont even have to change them from linear to S curve, so you can choose from menu if you want to use linear or S curves, Im also not sure if this kind of problem limitation to use S curve only for 2 keyframes will stay in spriter for long, i mean i can work around it right now but i would like to ultimately set S curve for all selected keyframes and be done with it and get result like first alien here.
  20. you have to learn shortcuts for now, there's list over there and its also in spriter itself, go to help menu on top and you have shortcut list , or press shift + ESC: http://brashmonkey.com/forum/index.php?/topic/2894-spriter-special-shortcut-list/ I prefere to use shortcuts because i work faster with them but i understand when you start with program and youre afraid to press keyboard not to ruin your work, but undo is ctrl+z you can always do that if you screw something up.MEnus and tabs are good when you start but theyre very irritating once you know how stuff works, menus are wasting a lot of time, too many clicks to change simple stuff.
  21. I have weird issue with keyframes, i started do fix my idle anmation to use S curves between 2 frames so i want every bone to have only 2 keyframes but suddenly when i started to delete some keyframes then they came back later and if i remove all of the keyframes but first from some partiucular bone then one of the deleted keyframes reappear immediately after delete( i guess that one is the "Real one" and other ones were ghosts but still - it should not came back. This is very strange, here is spriter project to test it : https://drive.google.com/file/d/0B8RnYSep1u_YTy1WREV3T1pBZUE/view?usp=sharing Go to Idle animation and "handsh" skin or "sword" skin on timeline on bottom for example and you can see its keyframes You see what a mess ? I dont animate like that, its previous positions of keyframes that appear as ghosts. Remove all "handsh" keyframes from timeline but leave first one, then look how one keyframe appears again, this happens for other bones as well, try to delete some keyframes even multiple times. This doesnt happen only to skins keyframes, it happened to bones keyframes as well but somehow i managed to remove them, and then save the project, after opening "ghost" keyframes were not there, but i did that previously and ghost keyframes came back several times. I found out that these are some leftover "ghost" keyfames that dont really affect animation but they are very very confusing because i dont know which one is real one. If you cant reproduce this i will make video. :) There is another bug i just found whch may be related to this issue or not... i dont know yet. Heres video: https://drive.google.com/file/d/0B8RnYSep1u_YM2JVNkc2TkEzT0U/view?usp=sharing Start new animation, place sprite, then move its keyframe forward on timeline and release mouse button , move it agan , move again, as you see spriter wont autodelete main keyframe on top from previous keyframe position - this is bad, and its a bug, it should remove it because there's no keyframe for anything there anymore.It should remove that keyframe from top as soon as you will move that lower keyframe below it. My other issue is with default spruiter setting to create keyframes for all child bones of parent if i will move that parent, this is weird. I want only keyframe on that particular parent bone not on its child bones but spriter creates keyframes on its child bones as well , now i have to manually delete them from child bones everytime i move that parent bone, something to disable this would help A LOT.
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