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sunkai

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Everything posted by sunkai

  1. I would like to add custom (name:value) pairs to animations, frames and objects. There was a suggestion in another, earlier post that this was possible, but I could not find any information about it in the forums: http://www.brashmonkey.com/forum/viewtopic.php?f=2&t=4&p=22878&hilit=custom+properties#p23092 Did this feature get implemented? Cheers, Sunkai
  2. Sorry to reopen a sleeping thread, but did this feature get implemented? I would like to add custom (name:value) pairs to animations, frames and objects. There was a suggestion in another, later thread that this was possible, but I could not find any information about it in the forums: http://www.brashmonkey.com/forum/viewtopic.php?f=2&t=4&p=22878&hilit=custom+properties#p23092 Cheers, Sunkai.
  3. Thank you. So it's the absence of an object in the "mainline" that I should be processing as an indicator of the deletion of that object. I'll update my dependent code.
  4. Hi all, I use Spriter to generate traditional, frame-by-frame animations. At key frames, I delete the sprite used in the previous frame, and add the next sprite in the sequence. In Spriter b5's SCML, for each sprite added and deleted, there used to be a pair of "key" elements inside of an "animation" "timeline" element. The first gave the start time for displaying the sprite, and the second gave the end time. However, in Sprite b6.1's SCML there is only a single "key" per sprite, which contains the start time. My question is: how can I derive at what time an "object" has been removed from a "timeline" without the second "key" element? Is this information being stored elsewhere in the SCML? Cheers, Sunkai.
  5. Thanks Edgar, good luck with the release. It's a really exciting time for the project!
  6. Hi, Just a quick one to say that in Spriter b5, when the panels or the window container are resized, the canvas recentres itself about its origin. I would expect the current offset to be maintained throughout resizing. Cheers, Sunkai.
  7. When mouse wheel scrolling after the bug has occurred, a particular point on the canvas is relocated to under the mouse cursor position before zooming. This point will be the location on the canvas of the mouse cursor when the canvas drag action ended. The locked zoom location on the canvas can be subsequently altered to a new locked location, by dragging the canvas with mouse and space bar again. Though, sometimes, this will reset the bug instead. In addition to not being able to click-drag objects in the bug state, holding the space bar results in canvas dragging for all mouse movements, not just when the left mouse button is also depressed. I can't recreate this consistently yet, but here are some possible requisite conditions: there needs to be multiple objects in a frame, then the canvas needs to be dragged using the space bar and left mouse button. The bug is reset after restarting Spriter b5. N.B. my mouse's middle, wheel button has never allowed me to drag the canvas. *** EDIT *** I am using Windows XP 32-bit.
  8. Hi, I'm using Spriter b5, and have noticed that after using the space bar modifier to drag the location of the canvas around, all subsequent mouse behaviour can sometimes be altered. I am unable to select and drag objects, and the mouse wheel scroll action zooms in and out at a location other than the position of the mouse cursor. It's almost as if there is an offset being applied to the position of the mouse cursor, which has resulted from the canvas drag. The conditions for recreating the bug are not apparent yet, as I can not consistently recreate this behaviour. Cheers, Sunkai.
  9. I went back through the "SpriterB2Overview" video, but couldn't find anything about disabling tweening for an object. It just describes how you do not get tweening when using individual objects for each sprite frame, which was my original workflow. I think that for frame-by-frame animation composition, the onion skinning must be fixed to display objects whose instances have been deleted at the current time stamp, but existed within the time window defined by the red and green cursor handles.
  10. The onion skinning works better when using a single sprite object and image switching, rather than using new sprites for each frame. I can't figure out how to disable inter-frame tweening though. Do you remember how? It's described somewhere in a half hour overview video, which I'd rather not have to watch again! Wiki please :-) Cheers, Sunkai.
  11. Image switching seemed counter-intuitive because of the interstitial tweening. I'll disable tweening and try again. Cheers.
  12. Hi, I'm using Spriter b5, and have noticed that when there are multiple objects in a frame, if one is deleted and another subsequently selected, then the Object Properties pane does not update its values. The currently selected object's values will populate the pane, only when edit is made to one of the values. Cheers, Sunkai.
  13. Hi, I'm using Spriter b5, and have noticed that when I click on the time index box to enter a number of milliseconds, the field is not immediately editable, even though it has focus. Numeric characters are still captured by the wider GUI, e.g. changing key frames with "1" or "2". You must click in the time index box a second time to overwrite the time with a numeric value. This is not the case for the total animation length box, which behaves as expected, being immediately editable after a single click. Cheers, Sunkai.
  14. Hi, I'm using Spriter b5 to compose some classic, frame-by-frame drawn animations. In each key-frame, I'm deleting the existing object, which was the previous frame's image, and adding a new object, which is the new frame's image. I want to use the time-line cursor handles to show me a ghost of the previous key-frame, so that I can position the new frame's image relative to the previous one. My problem is that the ghost image shown is always the one from the first key-frame, not the one in the key-frame bounded by the time-line cursor's handles. I have resorted to manually altering the alpha of the expired image object from the previous key-frame, before deleting it, and using that as a reference instead of the ghost image. Also, I would say that the ghost images would be more usefully overlaid, rather than underlaid, when being used as guides to position full-alpha images. Cheers, Sunkai.
  15. I'm really looking forward to the b6 release. I'm just about to do some animation compositions, and then write some interstitial scripting to tie together my TexturePacker and Spriter XML. Should I hold off a few days to wait for the new release? Will it have TexturePacker integration? Thanks lucid!
  16. Hi, When setting the default Pivot Point for an image from the File Palette, the window that displays the image canvas appears with a fixed location, size and scale. This causes issues when working with large images, as some of the Pivot Point Editor window can be off-screen. The desired location of the default Pivot Point on the canvas, and the data entry fields, are sometimes inaccessible. Would it be possible to enable movement, resizing, and rescaling of this window? Sunkai.
  17. sunkai

    New adopter

    Hi, I just wanted to post a quick note to Edgar and Mike to thank them for undertaking the Spriter project. Once the 1.0 roadmap is completed, I believe Spriter will ultimately be the default animation tool that 2D game makers will use going forward. Before I found it, I was set to duplicate a lot of the work that has been done to create Spriter. I was incredulous, as the functionality of Spriter must have been built many times over behind closed doors. Thanks for sharing an essential tool with the rest of the community. Sunkai.
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