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bwwd

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Everything posted by bwwd

  1. There is still bug with z order of skins in new update, it exists until you go to setup mode with skin, then zorder is displayed properly. Also body parts imported as skins are cloned multiple times... it happens when i add big white points, is this normal and how its gonna be ? I tried to place all skins clones under bones in hierarchy but they go back to their own place anyway. Once i do skin setup and click twice on them to approve it then i cant assign skin to bones, is this normal or bug ? I see fps performance drop is quite huge compared to version b5, is this because of skins being implemented or keyframes curves ? Just made this for fun, it crashed once , worm head was in the middle of setting up skin and after i opened it again after crash then i couldnt get head into skin setup anymore, i wish there would be way to get back to setup mode at any time. Looks like if i make animation and i want to add some new body part to it using skin then i cant copy that new skin bodypart to all keyframes, so i wanted to fix the head by adding new one and i cant, i wish there could be question when importing and you could choose import to all keyframes YES/NO and that would solve a lot of problems cause its counterintuitive when you want to import new bodypart to animation and you have to paste it to all keys by yourself, it should be pasted to all keys by default. I think the newest build is more stable and doesnt crash so often, its crashing sometimes when deleting animation or undo, also crashing when animating skins when theyre still in setup mode, i would like to have autosave for current project, i mean not overwrite project but autosave copy of it in spriter folder with 2 undos if its possible in case something would be saved with error and would crash, undos would fix it .
  2. I'd like to get all the libraries that you have guys so im installing QtSDK, maybe that will help, im not sure what else i need.
  3. I changed wintab32.dll file in system32 folder and now spriter is not crashing when double clicking file to open it, why this happens ? You can download wintab32.dll from : http://www.dll-files.com/dllindex/dll-files.shtml?wintab32 Im using tablet so its in my system. So it says that qtgui4.dll is crashing spriter when i want to lookup that second animation now.What could be wrong with it ?I dont have that file in my system so it has to be inside of spriter.This is error log:http://www21.zippyshare.com/v/71567089/file.html
  4. I dont want to be major a$$hole but can i record video and send the link so you would see all the crashes that im getting because i just cant believe that its not crashing for others especially with skins, now i cant open my project cause its crashing when i want to lookup 2nd animation. Heres the entire folder , try to open project and choose second animation, its crashing. http://www27.zippyshare.com/v/81359321/file.html Ive got so many crashes its like sitting on a bomb, everytime i do new step i have to save and now surpruise, i cant even edit animation anymore because its crashing so everything is wasted and that makes me scary to start something serious. :shock: I dont know maybe i need to download some library so it wont crash, im on winXP.Even clicking on smurf.scml is crashing.Im after fresh system install. --- Well i just realized that opening even good projects by douyble clicking on them is crashing and this is bizarre, error says sometyhing about wintab32.dll , its tablet file or something but why would spriter care ?
  5. That ryu looks better but hes not moving so its easier, in best case that method would make 2d like cel shaded 3d , a lot of it depends on height maps, you should ask that guy how his ryu maps look like. For me its just a gimmick and sprite looks better without it.
  6. I think it should be done differently, similar to rayman legends, so if theres lihgting then it reveals second map and blends between lit and unlit body part. Its on 11:38 and 14:45 but entire video is great
  7. Maybe for some backlight effects it would be nice but that could be implemented in spriter so body part would blend lit and unlit bodypart, depends where light would be.Im just wondering if it would look right if bodypart would rotate , it would need to detect rotation and switch slowly for example from top to right side during body rotation.
  8. It doesnt look nice on sprites ingame, looks like bump mapped sprites, unless someone likes bump mapped sprites, its 4 additional lighting maps per one frame, thats totally not worth it imo.
  9. In skin mode i have this problem with red circle icon popping up when i want to create the points using arrow and moving mouse to drag new points into the middle of skin, then this icon pops uip and i know that something bad happened - verts were cloned or disconnected, basically no way to undo and work furhter cause its worse and worse later when you adjust it. If that would be fixed and skin wouldnt have any problems with this red circle(similar to the one on remove animation button) and Z order switcvhing then it would be fantastic. With z order if i import skin body parts like this : bicep,elbow,fingers then its ok and z order is correct but if i import it like this: elbow,bicep,fingers and i will move body parts in z order to have them displayed correctly( like bicep,elbow,fingers) then they arent and go through each other for no reason.
  10. Everytime its crashin im thinking- they know about this bug for sure and will fix this so im not even reporting anything, ill try to reproduce bugs and let you know. First of all my Z order is totally biuggy, its switching order constantly without any reason so legs are behind body etc, i dont know is this normal or is there any way to lock z order. Or this one when my skins become bones in hierarchy view Do i need some library to make it work better? This is one of the messages i got during crash: https://www.dropbox.com/s/ro0ju79mcen0if6/errror.txt Stuff is disappearing, changing order, clones of body parts are created for no reason, i cant be the only one. Had also this problem when adding white big points by dragging on white arrow: https://www.dropbox.com/s/7z3cnvfy8f31m ... .46.36.png Also i had skin falling apart but i realized that i got that red circle near to it when i was creating big control points when setting skin up and from that moment this red circle was next to this skin, then it caused skin to lose vertices http://i.imgur.com/yC68I7M.png http://i.imgur.com/Kf7sTC9.png I wasnt doing anything special just creating big points using that white arrow Im getting some random dots when exporting png files of skin bodyparts animation(doesnt happen with sprites body parts animation) --- heres the video to show you the problem with z order, sprites vs skins.Sprites work fine but skins zorder isnt working properly. https://www.dropbox.com/s/nllsw73zc7cmivl/zorddd.avi I had most of my crashes when undoing or deleting stuff, especially when deleting first keyframe. Also i cant assign bone to the skin if skin is already in setup mode with points, i can only do that before i setup the skin. Id like to have ability to turn sprite into skin.
  11. - I think must have is autosave current project in background so you could bring it back after crash, sometimes its crashing and you would want to have most recent version of your project, , it would save a lot of work cause spriter is crashing quite often. - I thought non linear interpolation would solve this but it didnt, i wanted to get smoothed out motion so for example if you have object in topleft corner on 1st keyframe , then move it to topright on 2nd keyframe then to bottomright on 3rd keyframe and bottom left on 4th keyframe then it would travel to these locations in circular motion kind of like making a circle not square like it does right now, im not sure what has to be changed to do that. - some easier way to select body parts when theyre small , because its near impossible to assign small bodypart to bone or at least add another option not just B keyboard shortcut, selecting from menu to assign should also be possible but it isnt.
  12. I tried for the first time to swap body to be in sideview in the middle of animation and learned that you have to create movement to justify the rotation , if movement is too slow then it would look fake and body swap would be very very noticeable which i hate and seen in lot of cutout animations , so for this i created fast move in attack and it looks kinda ok Also made this fall animation, nothing special tho Still learning, all the time.
  13. Yes im making he-man game but im actually struggling to get his walking animation right, it might look ok on gif but it isnt ok when hes moving, its really time consuming and irritating, small tiny difference can make or break animation. I never knew there was some tutorials on cutout animation, i was searching for cutour software that can squeeze body parts and deform them, i tried toon boom but actual time to setup cahracter is really really bad and long, also you must go to its nodes system to setup stuff there, for such big and known software its a failure to force people to go into its nodes and tinker with them, its like receiving a car but first repair the engine, then i tried blender but it has problems when mesh is not subdivided, also it cant change texutres in midanim that easy, i like to animate cartoon characters but if its something realistic/human like this he-man then its a bit different case, its sometimes hard to keep it normal not fancy or funny. What i know is that ragdoll physics in stickman is a big part of the smoothness of motion in my animations I work quite fast and made 2 characters per day.
  14. haah i think we made him angry or somethin, happens all the time on internet, anyway i wouldnt be here if i thought that spriter isnt good, i like the software and if i know that its being developed right now then its best time for suggesting features, hey they were reluctant to add deformation to spine but look what happened, theyre actually getting more $ from people to implement it, and im happy for them, doesnt matter if they like me or not . :D
  15. I suggested deformation on forums i dont care if they like me or not, some of the posts were like yours, very negative because i want software to improve and force engines to support deformation, no amount of changeable graphics can replace smoothness of keyframe interpolation when deforming body parts. My games run on mac.windows, linux ald all other imaginable platforms is it bad ? :D I mention stickman because its great, obviously i wouldnt if it was bad :D whats so wrong about it, is it microsoft vs apple discussion for you haha, im sure it is, thats why i just ignore you or if you want it that way.... :D lol can i see your animations, thanks. Toon boom software is very scary software you cant undo a lot of the stuff you do in it, it is standard in companies so i understand i wont win that one anyway kinda like protools in music business. Id like to remind you it is feature suggestion thread :D and deformation is on its way, im happy, you can be sad. I dont even know why you talking to me directly its cheapshot to make me some kind of troll when all i do is suggesting what to do with spriter to be above other animation cutout programs. -- Ok i looked up your anims and youre good animator so i have no clue why youre against spriter evolving, youre afraid of new features or something :D You use a lot of image switching and its like having to draw almost all frames by yourself yet is still isnt as smooth as could be also youre using workarounds to rotate sprites, it all takes more and more time. --- aaah i know now, your seriously mad cause i posted link to stickman :D i did it for that other guy who asked me what softawre im using, no need to act like this when im helping.
  16. yeah i had little argument on spine forums cause i was suggesting deformation and they werent convinced but looks like they changed their mind and even created new kickstarter for it :D Stickman is here http://www.cutoutpro.com/download.html To create something similar to that he-man you would have to have very nice keyframe interpolation or ragdoll physics, besides deformation support.
  17. lol actually i do run my own games with chars from stickman on my android phone, it runs in 60fps in 640x480 mode on my 1ghz galaxy s :D I am using stickman all the time, you cant beat that deformation feature :D
  18. Ive been there, blender was my first try with deformation and it cant switch textures in mid anim without fancy workarounds., also mesh needs to be subdivided a lot because blender is buggy with simple meshes and textures.So i started to search and i found stickman. I think people already tried to say deformation is not supported in engine etc and all this weird stuff, great , so dont use it if your engine dont support it and, my does support png frames so im all good, stop thinking just about yourself and your engine, a lot of animators will tell you taht without deformation anims looks too stiff, you can limit software by other crippled software but im against it, if spriter would support deformation it may force engine devs to support it. Currently spriter does have stretching of body parts but its not really that controllable and if you want to use it then it messes up pivot point and linear interpolation on top of that is not helping.
  19. Thx, id like to try that in spriter when it gets non linear keyframes interpolation and deformation :)
  20. I tried to do anim right now and it crashed when it was like 90% complete :shock: , most irritating part i find using bones, its tricky to get them into rotation mode without getting them into stretch mode, it should be rotation mode only, stretching should be done with keyboard shortcut like S not with clicking twice on bone or somethin because its really easy to mess things up this way, also i dont like how undo works, it doesnt get you back to previous position, it undoes in background and you have no clue how many undos you did really.These are most irritating things for me now, also i would like to have keyframes only mode, i dont need many keyframes to create good animation and i want to move only between keyframes and dont want to see so long timeline thats always ends offscreen, it should always fit in screen area.Id like to make first keyframe then second keyframe 10 frames away, then next fkeyframe on 20 and next on 30, last keyframe on 40 and thats it can be so much simple now im struggling on timeline with pressing 1 and 2 but even this somehow didnt helped and i created keyframe where i didnt wanted to, i dont like this, I would like to drag keyframe onto older keyframe and merge them automatically if i will let mouse button go. Working only on keyframes is really great and im using it in current software, i need keyframe i create it, i dont have to worry about creating it unintentionally in wrong place so keyframes only mode would be nice. I think i will upload video how i animate to show what i mean cause its hard to explain keyframe only mode but its fastest way to create animations. -- OK i made tutorial which i wanted to do anyway, you can see how only keyframes workflow speeds up everything, you dont need to worry about timeline, you just switch between keyframes copying them, thats why i would like button to create keyframes in spriter and also keyframes only workflow without timeline, eventually some kind of separate timeline with bigger clickable keyframes next to each other. You can also see how deformation is made with control points, every body part is stretched by them and you decide where you want to have control points , if only spriter would have something like this... another thing is also non linear keyframe interpolation, its smoothed out to avoid robotic like movement with diagonals and straight lines only. http://www.youtube.com/watch?v=oPrW_Ts6pnI
  21. - I would like to have "create keyframe " button which would create keyframe 10 keyframes forward from current position, so you would get very even animations and keyframing, also that 10 keyframes value could be editable so you would create new keyframe 5 frames forward or 20 frames forward etc. - Ability to select keyframes close to each other and pick option "merge" so it would merge keyuframes together and remove all the keyframes that are selected and close to each other, naturally animations are played clockwise so it would change the pose taking this into consideration and would use frames on the right side of selection as priority and join them with other ones but the one with highest priority would create the final pose after joining, this is only logical i think. - Currently keyframe interpolation is very linear, this creates robot like movement and its tricky to create fluid looking natural movement because speed is constant, it doesnt slowdown and smoothout movement on start and end between keyframes, i hope it will changed and new interpolation will be be global and default option because linear interpolation is not needed for creating lifelike animations and it could leave bad impression on animator when testing spriter.
  22. yeah.. i have the same problem and this is very important stuff. My body part exists only during one keyframe, disappears on second one, that CTRL would be great
  23. Dragon's Crown Their animations are nice but some of the stretch/squash effects are too much and reveal cutout style too much cause they appear like flat paperthin bodyparts Rayman Origins is the one that made me started to research cutout animation style because in rayman it looks fantastic thanks to tiny deformation going on and that creates 3D feel for backgrounds and characters
  24. Hi, im making animated sprites using body parts I already have some playable wips of my games :) Im excited about new spriter release with free deformation and i'll probably end up getting full version once i get used to the software, sprites are made using exactly the same technique using stickman software from cutoutpro.Im using OpenBOR engine and i play my games on my Android phone and Windows cpu but you can play also on MAC,Linux and other systems. Can't embed YT vids for some reason...
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