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Squidget

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  1. My main feature requests right now are: -More stability/efficiency -Flexible IK (ie: more than two bones.)
  2. Aha! That's much clearer. Thank you!
  3. So I animated a fairly complex limb, of which I need several in my animation. I click and drag a box around the limb to select all the parts, click Edit -> Copy, then Edit -> Paste. From what I understand, this should paste a copy of the limb into the frame, with the same bone structure. Instead, it does nothing. Am I missing something obvious here? Or does Copy + Paste not work in the current version? I'd rather not have to rebuild each limb several times, if I can avoid it.
  4. At the moment, when I try to click and drag animations within an entity to change the order, nothing happens. This would be very useful when an entity has a lot of animations to sort through. Also, if you click and drag one of the animations outside of the entity its attached too, it causes some very odd behavior. I saw it copy the animation outside of the entity, and then crash.
  5. Hey, I've been getting a lot of use out of Spriter's IK feature, but I notice that it only seems to work for bone connections that consist of only two limbs. Shift-dragging a bone only triggers IK for the bone directly adjacent, and no others. It would be nice if I could define a set of bones as a limb, and have the IK apply to all bones in that limb. For example, I might make a snake and have its body consists of many segments, it would be nice to be able to move the whole thing with IK. As it is, I can only move the piece I click and the one directly adjacent to it. Is this possible currently? Is it planned for the future?
  6. I'm not sure where to post this, but I'm still having a problem in my animation in the newly posted build. Essentially, I have a 'ghost' keyframe. The frames are stored and other frames animate based on its position, but no keyframe is displayed on the timeline. When I open up the detailed timeline I can see all of the individual objects are keyframed, but there's no keyframe in the timeline. If I try to delete the individual keyframes it works with some of them, but eventually crashes Spriter. The included image should show what I mean. You can see how the keyframes exist for each object in the scene, but there's no keyframe in the timeline associated with them. It's messing up my animation at the moment, since I can't get rid of them or move them, and the objects all react to their position. Is this some feature of Spriter I don't know about, or a bug? How can I get rid of these?
  7. So I have two entities, A and B, in two separate files. They each have individual sets of animations for their basic movements. For my game, I'd like to be able to do animations involving both characters. For example, one character should be able to grab the other, hug them, perform a team attack, ect. Is there a good way of approaching this in Spriter? I could do a completely separate spriter file, but Ideally I don't want to have to rebuild both characters/skeletons. Since there will be a fair number of combinations, I'd ideally like it if I could make changes that propogate, instead of having to edit a dozen spriter files every time I change something about a character. Is this possible currently?
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