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bwwd

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Everything posted by bwwd

  1. So you will give it time limit or usage limit ? Or you can wear the mask all the time ?
  2. Well its cause you didnt split feet into 2 parts, toes should be separated also movement up/down ius missing. You should use reference for walking animaiton and follow it exactly, theres a lots of references on google.
  3. Still cant select multiple skins to move them around all at once, it works with sprites only.
  4. bwwd

    B6.1 Bug Thread

    I dont know if it counts as bug but you cant select multiple skins and move them all at once, or select only legs skins and move them both leaving other skins in place. I wish it would be fixed in new version cause its hard to move them one by one and keeping them alligned properly.
  5. bwwd

    Copying Z-order?

    copying z order also doesnt work with skins
  6. My he-man game was mentioned on kotaku and got lots of plays and views recently, i created some stuff in it in spriter like skeletor at the end of the game and big hand. http://kotaku.com/a-he-man-brawler-base ... 1501556069
  7. I have small tip which will prevent spriter from crashing on you so often.... What you need to do is when you have one bone or bodypart selected and you want to work on another bone or bodypart then dont select that another one right away, first click on blank area on sides of character to deselect the bone, then click on an other bone/bodypart you want to work on to continue normally. This workflow helped me to get rid of most crashes, you have to get used to it, i believe there is something wrong with deselect/select code inside of spriter. Before you delete something then save project first, always delete by clicking on emtpy background first and then on bone you want to delete.
  8. bwwd

    B6.1 Bug Thread

    I found out that when i open that skeletor project and dont change anything, then go to recent openened and choose the same skeletor anim to open it again then it makes spriter crash. Now when i check any other spriter projects that use skins and i open them like this (twice without changing anything) then they all make spriter crash.Regular sprites wont make spriter crash like this, only if i use skins in project. Im on winxp and nvidia geforce 6600 GT if that changes anything. Heres the video, only last file (muttley) doesnt crash cause its not using skins but regular sprites. https://www.dropbox.com/s/0fs6n3dgetyr3k2/crass.avi
  9. I still cant animate small characters because there are problems assigning skin to small bones but spriter is great for bigger stuff and im already using it for he-man, i like the clean output as png, i can export in orignal size and i dont see any blur. I just remade this skeletor in spriter
  10. bwwd

    B6.1 Bug Thread

    - It's not possible to copy skin from first keyframe and paste its position and deformation state to another keyframe, now only way to copy skin deformation state is to remove keyframe of it and then paste it yourself after copying from other keyframe, you cant overwrite keyframe by pasting new one. - It's not possible to select multiple skin body parts and move them all at once - Creating small bones is now possible and its great but when i want to create new skin segment from second bone then its not possible (unless bones are big) that new arrow keeps disappearing when i click on arrow and i end up moving the skin instead of creating segment.Here's what i mean, arrow when you hover over bone to create skin segment: It works with bigger skin and bigger bones but doesnt work with small bones probably because of the size and it looks like its very hard to click on that white arrow to create segment and instead you click on skin itself. Maybe adding keyboard shortcut to do it would solve the issue, so you could hover just to see arrow and press enter or something (to emulate mouse click) and you would create new segment even with small sprites. Keyboard shortcut for left mouse button could solve that issue i think because the problem is the size of sprites, it works fine with bigger ones probably because you can click on arrow more easily with bigger body parts and bones. Im also not sure if its possible to have 3 bones assigned to one bodypart... i cant see arrow when i hover over 3rd bone. - I recorded crash bug when selecting skin and this is how to perform it, i uploaded video and files, so it goes like this, i open the project, click on jaw to select it its ok, click on empty area to deselect, then click on head, its ok doesnt crash, then i try opposite, click on head first, then click on jaw and its ok, now third way which makes it crash, click on jaw to select it, then click on head - crash.Im sending all files so maybe it could be fixed, i suspect this is the error that makes most of the crashes for me so i learned for now to click on empty area before i select another bodypart. https://dl.dropboxusercontent.com/u/508 ... crashh.avi https://dl.dropboxusercontent.com/u/508 ... kelbig.zip
  11. yea and i have a problem creating new skin segment from second bone if my sprites are too small, that arrow on bone keeps disappearing unless i have big bones.
  12. It is possible already to deform by bones, watch 13:00 minute mark I just wish it was possible to assign bodyparts after you finished their grid setup, because now you need to assign bodyparts to bones before setup mode. Even better would be "auto assign" kinda like in blender with automatic weights so you need only place the bones properly and hit auto assign and thats it, all bones assigned to their bodyparts with one click.
  13. Thanks, i made new gameplay video
  14. Works really nice so far and more stable, didnt crashed on me.
  15. Z order of skins doesnt bother me that myuch during setup cause its all good when you finish setup but these clones are bothering me, i alreadyu started to test animation and hen suddenly i got one more clone of bodypart popout so now i have 3 clones of the same bodypart and new one is still in setup mode. Should i just remove them ? Im not sure why would i need them to be separated like that, in special circumstances i would prefere to clone them myself and figure out ways to hold weapons in different ways or just redesign character if something is not possible. z order becomes a little bit messy because of all the clones, cant they be hidden so you would click twice on bodypart in zorder to unhide the clones or something. I tried to delete them but they dont disappear from zorder menu. Im still not sure what are they for but it takes more time to dig through them to find the main one and move it. I would prefere not have the clones at all unless i want it but i still cant figure out situations where i would want it, i can always clone the bodypart myself right ? Isnt this also watste of cpu power if you have 3 clones when you need only one so its like 3 characters in one if every body part is cloned twice. I know they get cloned if i create more white points in skins, so every new pair of white points splits the segment in two. ITs in newest version from 4th december which works really well so far no crashes.
  16. I dont have this problem cause i always crop bodyparts but for guys who export big photoshop layers it might be useful. - My feature suggestion is to be able to assign bodypart to bone by picking it from zorder or hierarchy menu because my sprites are so small its hard to click on bodypart when big bone covers it, also support for smaller bones would be nice because you cant have small bones( thats why i cant click on small bodypart cause bones have to be big), they disappear immediately if theyre too small and you have to make longer ones.
  17. How about autocrop feature in spriter so it crops every bodypart when theres huge area of transparent pixels around it ?
  18. Im on winxp and i had no issues with activation.
  19. I base my experience on working with skins so, its easier with sprites and you can just paste to all keys, doesnt work with skins now so maybe thats why i got the impression its needed to paste to all keys when importing, but i agree its hidden too much in menu, using shift when importing bodypart could paste it to all frames but it wouldnt be connected to anything so... maybe it is better to paste it to first frame, then setup and assign it to bone and then paste to all keys. I guess different software means different workflow. --- When setting up skins i found out default arrow position is to create new points vertically like this : I think it should be opposite and we should create new points horizontally because most characters we create stand on their feet and all body parts go from top to bottom not from left to right, so now i have to always adjust the skin by moving points around to create new segments horizontally, i create segments on joints mostly, is this behaviour created because you have to rotate spite bodypart images in 90degree angle for better stretching ? If yes then why rotation code isnt changed so sprites doesnt require rotating them in 90degree angle ? Also if stretching problem is with sprites, then why skins are affected by 90degree rotation problem , that problem doesnt exist with skins i guess ?Or is it becauyse people dont have to have to make rotated and nonrotaded bodypart for skin and sprite bodypart ? Its not a big deal but takes time to change the points location, would be nice if we could choose horizontal or vertical placement of new segments.
  20. Pasting on all keys by holding shift when importing bodypart for example is for adding new body parts you just drawn, its small thing, there is option in menu to paste copied key to all keyframes (doesnt work with skins now tho) i dont do entire character with all possible bodyparts and animate it, i just do basic one versions of body parts with no mouth and hands variations then i test the character and if its fine then i draw different hands , swords/weapons, mouths or eye blinks if character comes out nicely, sometimes i also get back to old characters and i add new stuff to them, i know one instance when you would want to have bodypart on single keyframe is regular frame by frame animation, from reading posts here i see a lot of people dont see it as comfortable default behaviour and they ask how to import new bodypart so its on all keyframes.Especially when starting with software, you dont create entire character, you test it first, and current behaviour scares off a bit if importing bodypart works only for current keyframe, that was first thing that put me off. Saving with undo is different than editing a file with text editor to fix it and looking for the problem for half of the day. These things dont break anything, they just keep you more secured.I would like also question when restarting spriter if we want to load previous project but looks like it doesnt remember anything from previous session, even recent projects are older than should be.OR just at least remember last directories, because everytime i create new project im taken to spriter folder and have to browse myself again to my pictures folder, i have folder with all characters in it and its not spriter folder. As for bad workflow and failing to setup character on beginning... sometimes i think i dont need a bone, then i change my mind cause it doesnt work like expected but im in the middle of animation and i have to paste to all keys, for now im learning actually what not to do in spriter.
  21. Much less crashes, its crashing mostly when deleting stuff like animations but works quite stable with skins now
  22. Yes i do, thats interesting art style.You can send me @mail with more info 2blackbar@gmail.com And some more he-man :
  23. you overexpose, light it more gentle similar to his video.Try to light it so there is no burnt white on skin.
  24. -Timeline is by default 1/1000 but it shows only weird values like 490 or 980, i think it should show them more logically like 0/250/500/750 if timeline is 1000. -When importing new bodypart sprite or skin, spriter could ask do we want to paste bodypart to all existing keyframes if more than one keyframe exists, because its a bit weird right now and its only on one keyframe, should be on all by default, there are very very rare situations when you would want new bodypart only on one keyframe, default behaviour should be changed so it paste new bodypart to all keyframes, at what position? The one you dragged it on screen and let mouse button go, then you can reallign position on all other keyframes yourself, thats more convenient way. - Autosave current project to spriter folder(not overwrite original file) so we could always get backup, from spriter folder, would be good if save woulkd contain 2-3 undos if something went wrong we could undo last actions to fix it.
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