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AgeliOnennaYUH

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  1. Like
    AgeliOnennaYUH reacted to jokderdeus in Applying bezier tangent settings to several keys   
    Hello,
     
    Does somebody know how to apply a customized tangent to several keys without having to do it for each single key with the curve editor ?
     
    Cheers.
  2. Like
    AgeliOnennaYUH reacted to lucid in Spriter 1.0 Released!   
    Hello everyone,
    We're pleased to announce the official release of Spriter 1.0. It's been a long journey, and we'd like to thank all of our glorious Kickstarter backers and Early Adopters for making this possible.
    While this build offers substantial optimizations, and a few feature additions, enhancements, and bug fixes, we're just getting started with where we want to take Spriter. There will continue to be new builds with new features, enhancements, bug fixes, and improved documentation, which will be free updates for Spriter Pro owners. The Essentials version will also continue to get updates with bug fixes, and workflow enhancements.
    Thanks again and enjoy Spriter 1.0!
    Spriter Release 1
    Released 11/11/2014
    Additions and Enhancements


    [*:3lb04hxy]Several performance optimizations
    [*:3lb04hxy]Added Pro only feature to add custom watermarks to Png and Gif exports
    [*:3lb04hxy]Export to Png and Gif now recalls last used settings
    [*:3lb04hxy]Added the ability to resize the default pivot point editor
    [*:3lb04hxy]Added single action to copy the selection from canvas and paste it to all frames (available in the edit menu, the right click menu on the canvas, and with the keyboard shortcut Ctrl-D)
    [*:3lb04hxy]Paste to all frames now only creates one key for the addition if possible
    [*:3lb04hxy]Added 'Deselect All' to the right click menu after clicking an object on the canvas to make zoomed in editing of many overlapping parts easier
    Bug Fixes


    [*:3lb04hxy]Fixed a bug with anchored IK, where only rotating a bone not involved in the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed a bug with anchored IK, where moving a bone far up the chain from the IK would cause the anchored IK to shift position upon releasing the mouse button
    [*:3lb04hxy]Fixed several bugs in onion skinning where onion skins could get stuck stuck on the screen after they should have disappeared
    [*:3lb04hxy]Fixed a bug that caused unintended selection behavior in the file palette after dragging an image onto the canvas
    [*:3lb04hxy]Fixed a bug that allowed the default pivot point dialog to very large images into a window that extended outside the borders of the screen
    [*:3lb04hxy]Fixed a bug that caused the default pivot point dialog to appear in a different monitor than the program for certain setups
    [*:3lb04hxy]Fixed a bug where after deleting the last animation in an entity, the keyframes would remain in the timeline widget, and the program would crash if you attempted to edit them
    [*:3lb04hxy]Fixed a bug where sub-entity onion skins would either display incorrectly, or not at all
    [*:3lb04hxy]Fixed a bug where it was impossible to delete sub-entities
    [*:3lb04hxy]Fixed a bug where changes to the canvas zoom made using the keyboard shortcuts or menu items would revert back to the previous zoom level after making a change to the sprite z-order
    [*:3lb04hxy]Fixed a bug where changing a bone's angle would reset it's opacity to 100%
    [*:3lb04hxy]Fixed a bug where clicking to drag a bone would cause it's opacity to flicker momentarily if it's opacity was set to less than 100%
    [*:3lb04hxy]Fixed a bug where dragging and dropping a new sub-entity when a bone was selected would cause the sub-entity to shift it's location upon the drop
    [*:3lb04hxy]Fixed a bug where copy pasting multiple keys wouldn't always paste all keys
    A quick note about version numbers. We've opted to use release numbers instead of version numbers, so this build is Release 1, the next will be Release 2, etc. Hotfixes, and beta versions to be tested before being marked as stable releases will use decimals. (e.g Release 1.1)
  3. Like
    AgeliOnennaYUH reacted to lucid in scml documentation update   
    Just wanted to link to this on the main forum for anyone who's been waiting on this:
    viewtopic.php?f=3&t=12569
  4. Like
    AgeliOnennaYUH reacted to bwwd in Great algorithm for rotating pixel art & sprites   
    Hey guys what if spriter would have rotating algorithm like this software?
    http://info.sonicretro.org/RotSprite
    Do you think it could be done? It preserves shapes perfectly, maybe if you would contact developer then he would share how he did it and it could be implemented in spriter so pixel art animating would be even better.
    Just look at examples:


    This is other program SolarStrings rotater which also rotates sprites preserving details and shapes + whats most important - source code is available for lookup and maybe create something similar
    http://wayofthepixel.net/index.php?topic=13052.0

    In my opinion having something like solarstrings rotater as option to rotate sprites would be great, even if its not used in realtime during opengl preview but only when exporting.
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