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Dredok

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Posts posted by Dredok

  1. Super important for me:

     

    Lock pivot points !

     

    I would like to enable a pivot-points locked mode. I mean, Ideally I would not like to change the pivot points of any of my images except for the first keyframe. I have seen sometimes (may be due to past bugs, dunno) moving sprites/bones could lead to silently changing the pivot point of the sprite. I do not like this happening !

  2. Hi,

    * Would be nice to have a way of optionally locking pivot points so they will not be changed at any point by error. This would help in some engines where pivot points can not be changed (neither tweened easily) in runtime. When I say locking pivot points I could say locking anything, that would be nice too (ie. prohibit locking the rotation / translation of sprites if you want to ensure any movement is performed through bones)

    * Would be nice to have a "compact scml / scon" option. There are redundant info, for example when a timeline do not change in all the animation, I think its pointless to keep repeating the same key over and over. I manually trim the exceed of keys, I could develop a tool for doing this but it would be nice if Spriter optionally could compact the output.

  3. Absolutely, Gus, It's "on our radar".. but as you know we have to focus on finishing Spriter 1.0 first. Also, We'll need to find an experienced UE4 developer to hopefully collaborate with as well. This will all be much easier after the release of 1.0...and after Edgar has finished writing example implementation in C++ (which is the next priority after 1.0 is released)

    cheers,

    Mike at BrashMonkey

    Could you please provide an ETA for this? I think the documentation update is a must for working in projects like this.

    C++ complete implementation for use as a reference would be indeed very useful too!

  4. hi Sonder. Sorry about the delay in response.

    Can you see if this fixes your problem?:

    if(parentInfo.scaleX*parentInfo.scaleY<0)
    {
    unmappedInfo.angle=(360-angle)+parentInfo.angle;
    }
    else
    {
    unmappedInfo.angle=angle+parentInfo.angle;
    }

    If this works, I'll add it to the next update of the documentation.

    I just wanted to confirm as someone who is working to adopt the Spriter format, after spending hours trying to figure out why my flipping also wasn't working as it seemed it magically should, following the reference as much as applicable etc... yes, I needed this block of code! So I can definitely say this should be put into the SCML reference.

    Yep, I was wondering why my flipping wasn't working. This did the trick for me too!

  5. I'm implementing a c++ importer for my engine, have had a modest success but found several issues.

    For example, there are some animations from "AdveturePack" "Goblin_enemy.scml" which I can not play correctly and have weird things inside like "abs_x", "abs_y", "abs_pivot... etc.

    Of course I can figure what they could mean, but I have no found any reference in documentation :

    http://www.brashmonkeygames.com/spriter ... atspec.pdf

    http://www.brashmonkeygames.com/spriter ... cation.pdf

    http://www.brashmonkey.com/ScmlDocs/ScmlReference.html

    I have also an issue with the curve_type="instant". Sometimes I have found this tag in Mainline... shouldn't they be in Timeline ? at least is what I did understand from reading the doc above.

    help please :(

  6. Aaendi you should have a look at spriter documentation.

    Answering your questions:

    x and y represents local coordinates and they are relative to it's parent object.

    a folder will contains several files, each file will usually be an image. The numbers are just an identifier for both, folders and files.

    the numbers are in decimal notation. You can store them in any format you want with any number of bits...

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