bwwd got a reaction from Mike at BrashMonkey in update by Spriter 2
I hope You guys will enable having more than 9 segments with sub verts for skins ,now skins can be divided to maximum of 3x3 grid which is sufficient for most of the stuff but even 4x4 one would help a lot in more complicated cases , extruding skin into full verts doesnt have that nice subdivided bent, spriter is the only software that has this and its speeding up workflow A LOT cause we dont have to create each vert ourselves like in other software with meshes to get smooth results when bending meshes with bones.
Also opacity for skins would be great.
One more thing that would be useful is also NULL curve for keyframe, where it just passes by while keeping curve from previous keyframe soe we could have 3 keyframes - 1st and 3rd with "s" curve and 2nd with NULL curve to not disrupt smooth movement between 1st and 3rd but still trying to affect the shape of skin.Currently i do this by breaking S curve in half, 1st frame has first half, 2nd frame has linear and 3rd one has second half of s curve but that doesnt look 100% perfectly smooth, you stil feel that linear in the middle a bit.
bwwd got a reaction from AlbertMen in TroubleShooting (look here if you are having an issue with Spriter!)
Youre doing everything wrong, first assign skins to bones and finish their setup, then its time to move them to ger proper Z order, dont do it at the beginning.Once skin setup is completed and you cant edit it anymore to add new segments then you can change their z order, it doesnt work if you do it before finishing setup, is it a bug ? Yes , but not a major one for me, just look for workarounds.Skins mode is working fine , just have to figure out your workflow and what to avoid.also when you see that wireframe ractangle leftover after previous character then close spriter and open it again.
Where did you get "double click to " attach ? No tutorial says this, double click is for finishing skin setup, i think you just didnt do your homework.Go to brashmonkey youtube channel and watch every video.I did.
Of course i could just mention all the shortcuts to help you but i wont, watch their tutorials.
bwwd got a reaction from Geraldml in Spriter Awesome Boss Contest! $1000 Grand Prize! Official Rules
Heinz knows, im counting on him and i hope he wont pullout despite registering here only for the contest and instead he will clear up everything.Id also like to see IP's of all the guys who registered here recently to post trolling comments and give thumbs ups to each other cause its hilarious.
bwwd got a reaction from Mike at BrashMonkey in Great algorithm for rotating pixel art & sprites
I would like to ask when its going to be available in spriter, i made some animations with pixel art bodyparts and some came out ok , it doesnt look that bad when rendered with nearest neighbour but there were still some single pixels/jaggies here and there especially on the borders, im realy curious how these animations would look like when exported with new algorithm for rotating sprites.
Im posting some rendered gifs and my spriter file if you guys would like to test it when working on this feature and maybe do comparison or something :).
I made if from this single sprite : http://www.deviantart.com/art/Raphael-182598470
First three are nearest neighbour , last one is smooth sampling.
bwwd got a reaction from Mel in Animator Available
Recently finished big full game projects and looking forward to do more.
I do animations, backgrounds, sometimes music... everything.
My work can also be seen on my deviantart http://bwwd.deviantart.com/gallery/ and in this thread:
If You have any questions You can contact me through this forum or: 2blackbar @ gmail . com
bwwd got a reaction from firstname.lastname@example.org in My animated sprites
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...
bwwd reacted to lucid in Spriter Awesome Boss Contest! $1000 Grand Prize! Official Rules
First off, this could have all been avoided had we heeded the community's warnings against Like-based voting, specifically relating to how easy it is to manipulate and abuse the system. We hope we can all agree that getting the contest back on track to a system where the art can be judged based solely on its merits is ideal for everyone. We've actually lined up some fantastic artists and animators who are willing to judge the contest and are not privy to this current mess of a situation.
When the situation was first brought to our attention for a specific user, when we went to verify, we ended up seeing another user's submission on the site. Had we waited another five minutes, or logged in five minutes earlier, it's likely we wouldn't have seen the second video, or maybe we would have seen a third. As has been covered in the thread already, it's possible for anyone to submit any video to KingdomLikes, and without turning this community into a crime scene investigation, it would be impossible to figure out who is abusing the system and how. I'm sure KingdomLikes is not the only way to unfairly generate additional likes. For this reason, we think it would be unfair to disqualify any specific participant(s) when we can't prove wrongdoing, and we would potentially be benefitting another abuser of the system who simply wasn't caught.
The best solution is to switch to a system that can't be abused and where any potential current or previous abuse is irrelevant.
Here is what we propose:
The contest will be judged by three judges with game industry and animation experience. So far, we have two awesome judges lined up - Nick Wozniak (Artist on Shovel Knight (http://store.steampowered.com/app/250760/)), and Nathan Lavato (https://www.kickstarter.com/projects/gdquest/game-art-quest-make-professional-2d-art-with-krita/description). We're currently working on a third. Edit: We have our third judge: Louice Adler, concept and graphic artist at Tripwire Interactive (creators of Killing Floor) In order to give an opportunity for anyone who stayed out of the contest due to the original YouTube-based judging to make an entry and participate, we'd like to extend the window of submission until the original judging date of August 31st (6 days from now). This is also an opportunity for anyone who's already submitted to further tweak or improve your current entries if you'd like. The judging should take place within a few days after that. Anyone who makes any attempt to privately communicate with any of the judges before the judging takes place will be automatically disqualified regardless of the content of their communication. Also, since we're trying to fix past oversights with the rules, we'd like to take this opportunity to clarify some things that weren't made explicit in the previously posted rules.
Any sound effects in the submitted video should originate from the Spriter animation (sound effects should play back with the animation in Spriter) You may have background music as long as either you (or your team) created it or you have the rights to use it. Judging will be based only on visuals (and use of sound effects, if applicable) but not on background music. No post production video effects other than simple fades from one animation to another. Please avoid any effects that might be mistaken for part of the animation created in Spriter. Don't worry if you have doubts about your already submitted entry breaking one of these clarified rules - all current entries will be allowed as they are. All original rules aside from judging, prizes, and the clarifications made in this post still apply (see original post in this thread for reference) As a thank you for agreeing to the rule change, we'll also increase the total prize pool to allow two additional prize winners, and a slight increase to second and third prize:
The Grand Prize of $1,000.00 USD Second place Prize of $400.00 USD Third Place Prize of $300.00 USD Fourth Place Prize of $200.00 USD Fifth Place Prize of $100.00 USD We can only enact these rule changes if all the current entrants agree to it. To make this as simple and painless as possible, if you agree to this rule change please like this post (using the like button on the bottom right of the post (). Once we have every participant in agreement, we can make the changes official.
bwwd reacted to Mike at BrashMonkey in Spriter Awesome Boss Contest! $1000 Grand Prize! Official Rules
I just locked this thread for a few minutes. Not trying to censor anyone..Edgar and I just want to interject in a few minutes with a potential solution to these current issues.
Please stand by.
-Mike at BrashMonkey
bwwd reacted to Joe-Tex in Spriter Awesome Boss Contest! $1000 Grand Prize! Official Rules
Yeah, for me it's actually the most important thing going forward. Even though i sadly didn't have the time to participate, i can't fathom people who try to cheat in such a contest.
And when those same people (who at some point had up to 3 times more likes than views on their video...) actually try to give their opinion on this matter like nothing happened... please, stop, it's despicable and disrespectful to Brashmonkey, the participants, and this entire community!
That being said, i do think that Brashmonkey should choose the winners. Yes, like they said, they may know some of the contestants, but i don't have any problem putting the decision in their hands. We can't risk people trying, once again, to cheat their way to victory.
Well, that's my two cents anyway.
bwwd got a reaction from Mike at BrashMonkey in Spriter Awesome Boss Contest Submission Thread
Here is my entry, i cant record spriter cause it doesnt playback animation smooth enough so i recorded gifs with transitions
I hope i didnt broke the rules, im on dualcore pc now so i cant record screen without dropping frames.
bwwd got a reaction from Bisoux in Properly preparing your sprites
Thats super weird but i have the same bug now !! with version 7 ! I have fresh install of windows 7 , so i will download version 6.1 and exe from 6.2 and will edit this post to confirm if its crashing, thats reallty strange, version 7 didnt work for me at all on winxp so there must be some serious bug somewhere in this version.
ok I Can confirm, skin mode is completely broken in version7 , i didnt know cause version 7 crashed on my winxp machine and i installed win7 yesterday and just tried to open character which worked fine but now i see when i want to create character with skins then its crashing, so... download version 6.1 and then download exe from 6.2 :
bwwd got a reaction from Bisoux in Properly preparing your sprites
you can download my raphael spriter project and see if it works for you, i dont do anything unusual , but its hard for me to pinpoint your problem cause i dont know what steps exactly you do to make it crash, i import as skin, then add bone then i attach this skin to bone by parenting, and then i click twice on skin, so i can edit its vertices etc. when im finished with editing and adding dots/verts, then im clicking on skin twice again to apply verts so its saved properly in project.
His skeleton doesnt use multiple bones for one mesh tho but you cxan see if animating skin is making your spriter crash.
Skin mode works great for me on windows xp and win7 , i dont know why people have problems with it, it does crash sometimes but you have to make some weird undoing a lot to make it crash.I dont udo, try not undo at all if possible or if you have to then just one or two steps backwards.?Save a lot, save after adding each limb and finishing its setup.This is just good habit, its stupid and risky to create entire character and dont save at all until you start animating him, not just because of spriter but because of system and real life accidents, your windows might shut down or something else, just save a lot there's nothing against saving, i know in some softwares when you save you will lose undo history but spriter doesnt work like that which is great.If you're planning yo undo then save first.
bwwd reacted to lucid in Spriter R7 Released!
Hello everyone. This release fixes several bugs, and contains a few small additions.
Spriter Release 7
Additions and Enhancements
Changing speed curves in the timeline now applies to all selected keys Added ability to copy and paste speed curves in keys Added Custom File Setting to always also save an scml version of the file when saving scon Added menu item and keyboard shortcut (L) to toggle hide/show guidelines Bug Fixes
Fixed an issue where 'save a spritesheeted project' would do a normal save if you had "Never generate multiple spritesheets" selected in the Pack Images dialog Fixed a bug where child objects would usually get keyed whenever their parent bones did Fixed a bug where opening the character map editor dialog to edit an existing character map, the column for replacement images would instead display the original image file name Fixed a bug Copy Selection to All Frames wasn't working correctly Fixed a bug where some low resolutions would start incorrectly maximized until you restored and remaximized the window Fixed a bug where an scml file saved with one or more empty character maps wouldn't load correctly Fixed a bug where the timeline would scroll to the top when using the Next Key and Previous Key buttons or keyboard shortcuts.
bwwd got a reaction from Weasel in Spriter automatically creating keyframes on frame 0
Thats exactly my problem as well but lucid said its fixed for next version, it was like that for a long time, hopefully now its fixed.
bwwd got a reaction from germanmolto in Please post feature suggestions here.
Soon its gonna be 2 years since its being asked to be implemented, i think it would be best to just run another kickstarter if devs lost motivation to add new features , i would gladly donate because there is nothing like it on the market and yet i feel like ball is being dropped especially with deformation feature that not many programs in this price range have and its realy BIG THING for this kind of animation vs regular cutouts.I would like to support this software somehow so i think next kickstarter is logical , esoteric did it with spine.
bwwd got a reaction from thewrongvine in Jagged Lines on Rotated Images
it doesnt matter if you use spriter files directly cause in your game engine it will be fine , smooth sampling is enabled in modes ?
Guys were working on diffferent sampling algorithms about year ago but nothing came out of it, i too would like to see several options like bicubic or lanczos method so jaggies on straight lines wont be so visible when rotating.
I guess its not a priority because spriter animations can be played back in realtime in game engines so they dont care that much about exporting to png's and interpolation methods
bwwd got a reaction from saga55555 in My animated sprites
Its easy , if you have 2 deformed keyframes and you want make 3rd keyframe to be deformed like 1st keyframe then just go to 1st keyframe on time 100, move timeline just a tiny bit to time 101 and click on character to create new keyframe, then move this keyframe forward from time 101 and use it as 3rd one on time 300 or wherever you want it.In short- just create new keyframe thats very close to the one you need, and then move this newly created keyframe to desired position.
Sometimes when you only want to copy torso deformation then you can also copy pose from other animations, so you have key on 100 and another key on 200 then paste entire pose to time 150, then select just torso keys and move them where you want them for example to time 300, when youre done then remove all keyframes on time 150
So, dont paste poses from other animation onto your existing keyframes because it will ruin your animation, paste them somewhere inbetween so you can remove them easily later without affecting your other keyframes after copying / moving what you want.
bwwd got a reaction from saga55555 in My animated sprites
Yes i do all movement in skin mode and every skin bodypart is assigned to bone, dont mix skins and normal sprites.I dont have any major bugs or problems, only when i undo too much .
I did a lot of characters in spriter using deformation and i dont remember losing work or having to start over, maybe at the beginning when i didnt know how to use it properly.Just save a lot.
I dont think that stuff you mentioned are critical bugs, just zoom out when it goes invisible, dont bother with Z order until you setup skins and click twice so you cant edit skin anymore, then start to arrange z order.Crash.. i dont have many crashes ,when it happens is just when undoing a lot or sometimes during loading.
bwwd got a reaction from RunnerPack in More than two bones per object?
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.
bwwd reacted to Mike at BrashMonkey in Reference Implementation Status Update (10/18/2015)
The categories and percentages represent what's required to cover full and flexible support for all of Spriter's current features, plus some additional improvements we can't go into detail about, ATM. They do not completely cover the deform feature â€“ though they do cover the important foundation for it â€“ however, as soon as the percentages are all near 100 and we're ready for full testing, Edgar will switch his focus to the deform feature. It will be our main focus and will have a similar thread (with frequent updates) dedicated to it. Our goal will be to get it ready for public testing and feedback as soon as possible after the reference implementation is out.
More information about all this will be coming soon in another news update. Sorry for being more ambiguous than we'd like.
bwwd got a reaction from TristanFat in S curve in spriter
Why it works so weird, speeds up then slowdowns noticeably in the middle between keyframes, its not how its supposed to be, in spine it works perfectly but here in spriter its strange, also im using in to smoothout last keyframe with first one because it doesnt work too well in the middle of animation, there is something wrong with implementation of curves in spriter, do you guys actually tested it in the middle of animation, it looks bad, kinda useless i would say, only useful if you have 2 keyframes for entire animation, then it works fine , but if you have more than 2 and youre using S curve for all keyframes then its very strange motion, even worse than linear , in spine its all perfect when you use S curve for all keyframes.Why is that ?
When im using S curve in spriter for multiple keyframes (3 or more) then It looks like its still linear but it speeds up/ slowdowns in a weird manner.
Also can you guys do something like blender has , so its using S curve by default ? Some sort of switch , so i wouldnt have to select curves on all keyframes , just tick box and it would use S curves automatically.
Linear curve is quite bad for animation.Do you guys have any spriter example of walkcycle using S curves on entire animation ? I do and it looks very bad straight from spriter.
So after a couple of irritating results here is my test with S curve in spriter, there are 3 keyframes all with S curve there, this one :
Keyframes are on 0,300 and 600, timeline has lenght of 900, animation starts with head on bottom, look how speedup is last one (from top to bottom) , its not how it should be ! Obviously S curve doesnt work properly on more than 2 frames and id say its a
I made some more experiments and i found out what is wrong, its the main keyframes on very top !!
IF you change them to use S curve then they wont change S curve for all bones on this particular point on timeline, when you take a look at keyframes for particular bones - theyre still linear ! This is very strange, so what's the use of changing that curve on main keyframe on top ? The one that moves all other keyframes if you move it .
This is created by adjusting S curve on keyfram of this particular bone instead of keyframe on very top and it works fine !
I would prefere to change keyframes curve by using the main keyframes on top, i dont want to change curves on my entire rig so many times , there should be some better way to do it, i thought that main keyframe will change curve for all bones below it but its not how it works, so why it even has curve to adjust ? Can you guys do something about it , changing curves like that on all bones in animation multiple times is insane !
Anyway there still should not be that speedup after 3rd keyframe in first animation, so there is something wrong there definitely, becuse on first example S curve works fine from 0 to 1st keyframe and 1st to 2nd but from 2nd to end it doesnt work too well.
How to change curve on multiple bones, or all of them? i select all of them then second mouse button and menu pops up to pick curve, linear instant or custom S, so i do it but when i check them after this then they keyframes curves arent changed at all , just single one !
I would even pay extra $$ for spriter version that doesnt use linear curves at all, only S shaped one, cubic with 2 points (top,bottom)or bezier S by default.Linear is fine for robotic movement, tricky to use it for decent animation of living creatures.
IF i cant change curves in all keys in spriuter then can i open spriter project as TXT file and replace some lines to get S curves on all keyframes ?
Also if you guys ever fix this issue with curves then please add preset for S curve, i dont want to create it myself everytime i choose other curve than linear, it will save A LOT of time, when i click 2nd mouse button on keyframe then in small popup menu should be linear, S curve and instant curve, and then on very bottom "edit curve" or something.now its only linear ,instant and edit your curve, and then even more stuff to click and click and click and click and wow i changed it to S curve finally !
yeah i figured out, i can replace curve in spriter file on keyframe with curve_type="bezier" c1="0.2879" c2="0" c3="0.7189" c4="0.995261" spin="0"> but its still painful, i think even more than changing it in spriter itself oh why :-|
Also i noticed if you will save main keyframe on top with bezier curve then all other keyframes below it will still use default linear curve, its a bug or something else ?
Tried again, this time i changed all main keyframes to use S curve and.... it did used curve on all main keyframes ( including last ones, dont ask me why ! i dont know why it worked, but "worked" and result is not what i would expect form s curve:
see how its very robotic ? its worse than linear !
This is linear for example :
Its much better but it shouldnt be !
I dont know why is that, how custom curves are used in spriter but this is not how outcome should look like :-| weird staccato movement, now "stops" that i want to avoid from linear are even more pronounced and its very bad !!
--LOL i disovered that using bezier /S curve gets identical results to using this curve:
So maybe spriter displays graphs and curves but doesnt really use them properly, because how is it possible that S curve and this curve "peak" gets the same staccato results ?! Try it yourself guys.
It simply speeds up in the middle of keyframes then slowdown close to keyframes, which is wrong.
This is how curves are handled in blender :