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Arrgincey

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  1. Like
    Arrgincey reacted to Pikarus in Python implementation?   
    Is there any working Python implementation yet?
    EDIT: I might attempt my own implementation soon, but I am still curious how others are doing it either in python if anyone else has been working on that or in other languages.
  2. Like
    Arrgincey reacted to staniu in Slow performance on mac OS X Yosemite.   
    Hi all,
    i desperately looking for some help for the slow performance of spriter on my mac, it is a macbook pro with 16 gb ram and using a Geforce GT 650 graphic card, i have the latest spriter b11 running and turn off the open GL but still experiencing slow performance.
    pls let me know is anyone has a solution for it.
    many thanks
  3. Like
    Arrgincey reacted to lucid in Reference Implementation Status Update (10/18/2015)   
    (update 10/18/2015) The first official reference implementation is ready for testing. More information here.
  4. Like
    Arrgincey reacted to kimo in XNA Implementation With Bones   
    Yeah all those skinned stuff is cool but also pretty overkill, will you be adding the easying curves support? That's something we are going to need for sure at some point so I need to know if someone else is adding those or if we need to add them at some point :)
    Sadly Laquendi didn't continue on our project, he had our knowledge off your work!
    Cheers,
    -Kimo
  5. Like
    Arrgincey reacted to Mike at BrashMonkey in Welcome to Brash Monkey's Spriter forum   
    Hi everyone,
    Thanks for trying Spriter. I look forward to feature suggestions and bug reports.
  6. Like
    Arrgincey reacted to Solgryn in Move bones globally across animations?   
    Is it possible to offset/move bones globally throughout all the animations? For example move the "Head Bone" 50 pixels up, instead of going through every single animation and moving them.
     
    I've recently made a change to my character and I'd have to painstakingly go through all the animations and change the positions. Just wondering what the best practice is for maintaining your spriter project is.
  7. Like
    Arrgincey reacted to Bioz in Any difference between spriter pro and the steam version?   
    I was just wondering if there was any difference between spriter pro available here and the steam version?
  8. Like
    Arrgincey reacted to blastar in bug will crash spriter   
    hello,
    i'm new to spriter but within a few minutes i found one (or two) bugs:
     
    1. add an image and set x-scale (or y-scale) to 0.0 -> resize this image sets imageposition to 680000,00000/680000,00000 -> you can not move or resize this image only delete
     
    2. add an image and set x-scale (or y-scale) to 0.0 -> try to rotate this image -> spriter will crash
     
    i use spriter R2 @ win7 x64
     
    thanks,
    blastar.
     
     
     
  9. Like
    Arrgincey reacted to SymboliC in Aligning all bones "start points/pivots"(?) to respective images' pivot points...   
    Hi,
     
    I'm not sure if this is applicable or if this function does even exist but in the next release can you include a feature like "align all bone pivots/starting points(? I don't if the terminology is correct here) to their respective images' pivots"... OR equalize all XY coordinates of bones to XY coordinates of respective images?
     
    Continuously pressing B to detach images from bones and positioning bones, reattaching images and this is followed by the correction of the placement of child objects is really an exhausting workflow for me...  :-|
     
    Please enlighten me if I'm doing something wrong or if there is an easier way for this. I have also checked the shortcuts but couldn't achieve what I was looking for.
     
    Actually, is it possible to position the bone (maybe while pressing another key) even if I don't detach it from its image?
     
    Thanks a lot,
  10. Like
    Arrgincey reacted to billymonks in Negative scale values in Trixt0r XNA implementation   
    Hello all, I apologize if I am posting in the wrong place.
     
    I am working on a game using the Trixt0r XNA implementation of Spriter to display objects.
     
    The other night I discovered that bones & sprites which had negative X_scale values were failing to render in game.
     
    --> 
     
    Are there any known solutions or workarounds? Any help with this issue would be greatly appreciated. 
     
    Edit: As a workaround I replaced the bones and sprites that had negative Xscale.
     
    Spriter is an excellent tool and I am very thankful for its existence, even in its early state, and Trixt0r for his open source implementations which have saved me months of work.  :mrgreen:
  11. Like
    Arrgincey reacted to AstralDream in Saving project with different scale   
    Hello
    I need someone with pro version of spriter to save my project with diffrent scale,
    0.4, 0.6 and 0.8.
     
     
    Its an animation from Don't Starve game, I'm making mods for that game, but this mod needs resized animations, and that can't be scaled by game, cause then it scales all special effects on it to and it looks very bad.
     
    Contact me on steam if you want to help me out with this:
    http://steamcommunity.com/profiles/76561198027077262/
  12. Like
    Arrgincey reacted to PrismaSlice in Please post feature suggestions here.   
    Here are two export options that would be pretty useful for me. 
     
    1. An option inside trim rect to animation that would force the rect to be square by adding padding to the shorter side of the frame. Idealy with a guide to choose an anchor point similar to photoshop's "Canvas Size" dialogue box.
     
    2. An option to determine export size in pixels or percentage points. It would be groovy if the output size area displayed "size in pixels" under the percentage, and allow the user to input a custom pixel size and let the percentage adjust accordingly.
     
    With these two options, I could completely cut photoshop batch processing out of my workflow by creating square power of two texture sheets right from spriter. Thanks for reading :D
  13. Like
    Arrgincey reacted to Gus in Which platforms would you like Spriter support on?   
    Unreal Engine 4
  14. Like
    Arrgincey reacted to rIKmAN in Rotation AntiAlias Problem   
    Firstly, great program - it really helps programmer types like me get some decent animations with little skill.
    I am having problems with jagged edges when rotating any sprites attached to my rig, and it looks terrible.
    I have searched the forum and found that this is a known issue, and that you say it is fixed in the next update which is coming soon.
    The posts I saw were dated Jan 24th, so I was wondering how soon is the next release looking?
    Is there any chance of you issuing a hotfix for this issue specifically, as right now it makes the program unusable in terms of creating anything with it.
    Keep up the good work, it's already a powerful little tool, and with some work could be a must-buy! :)
  15. Like
    Arrgincey reacted to SymboliC in Animations inside Animations with respective timelines?   
    Hi there,
     
    I've done a quick search for this but none of the found answers matched my quesiton.
     
    Is there a way to create child animations within the main timeline? Just like similar to Adobe Flash where you create MC's inside MCs. I know that you can move, rotate, position the sprites of child bones independently but this those not make it easier for more advanced and complex animations. For instance, I have a robot which squeezes(?!) his fist and opens his hand while walking. and creating this "hand animation" along with main body animations on the main timeline causes the timeline to look crowded.
     
    So is there a way or further plans to embed a child animation into the main animation/timeline with their respective timelines?
     
    I have seen 1 topic in which this was asked which was dated to 1 year ago and have seen this in the feature comparison list but couldn't figure out how to do?...
     
    Thanks a lot,
  16. Like
    Arrgincey reacted to bonus2113 in Spriter for Unity 4.3 (Updated, Integrated)   
    I've decided to open a new thread for this implementation as the old thread is mighty out of date (especially the first page is misleading).
    Spriter2Unity
    Get it from GitHub: https://github.com/bonus2113/Spriter2Unity
    A tool that converts SCML files into unity .prefab and .anim files Based on the original work by Malhavok (https://github.com/Malhavok/Spriter2Unity)
    About
    What it does:


    [*:o70kr28x]for each entity in SCML file creates a Unity prefab
    [*:o70kr28x]each entity got it's sprites assigned as long as you imported these sprites before conversion
    [*:o70kr28x]for each animation in SCML file creates a Unity animation under the prefab
    [*:o70kr28x]sprites are changed during animations, so only 1 SpriteRenderer is used for each node in the spriter file
    [*:o70kr28x]an AnimatorController is created (if it doesn't exist already)
    [*:o70kr28x]an Animator component is attached to the prefab. It gets a reference to the AnimatorController.
    Known issues:


    [*:o70kr28x]Only quadratic, cubic, linear and instant curves are supported
    [*:o70kr28x]Mainline curves are not yet imported
    [*:o70kr28x]Only works with a "Pixels To Units" setting of 100
    [*:o70kr28x]Some animations throw errors when selecting/scrubbing through them in the editor. They work fine when running the game.
    Important missing features:


    [*:o70kr28x]Sounds
    [*:o70kr28x]Points
    [*:o70kr28x]Boxes
    Usage
    Copy the contents of the Assets folder into your Unity project's Assets folder or import the package from here. Any SCML files copied into the project will be automatically processed. Prefabs are created in the same folder as the SCML file.
    Detailed:


    [*:o70kr28x]Download this Unity package: https://github.com/bonus2113/Spriter2Un ... itypackage
    [*:o70kr28x]Open your Unity project.
    [*:o70kr28x]Import your whole Spriter project folder into Unity.
    [*:o70kr28x]With Unity open, go to the folder you saved the Unity package to and double click it.
    [*:o70kr28x]Unity should pop up with a dialog asking if you want to import the assets, click import on the bottom right.
    [*:o70kr28x]Unity should now import the Spriter2Unity package and then automatically convert your SCML files to prefabs. The prefabs will be in the same folder as the SCML files.
    There's an example included which imports the GrayGuy character and animates him via Mecanim.
    I'm currently working on the in-code documentation to make it easier for other people to contribute. You are very welcome to fork the repository and create pull requests!
    If you have any questions feel free to ask them here. I'd appreciate it if bug reports would be done via GitHubs issue system (https://github.com/bonus2113/Spriter2Unity/issues), but I if you don't want to create a (free) GitHub account, this forum is fine as well.
    Changelist
    26th of June 2014:


    [*:o70kr28x]Fixed ZIndex Animation
    [*:o70kr28x]Added an example
    [*:o70kr28x]Implemented Sprite changing into the native Unity animations
  17. Like
    Arrgincey reacted to RunnerPack in Nomenclature question   
    Hi, Spriter team and community,
     
     
    I'm in the middle of writing an email to a friend, and I just realized I have no idea what to call the output of Spriter to differentiate it from other kinds of "sprites". Is there an official name or phrase for these besides the somewhat clunky-sounding "Spriter sprites"? Going by the blurb on the main Spriter page, I would assume it's "modular sprites", but I've never seen that actual phrase used anywhere.
     
    I was thinking something like "skeletal sprites", but that sounds more like something that's not finished yet, like the early stages of a sprite. Besides, not all "Modular sprites" use bones... Also, I'm not sure if we need to differentiate from the output of similar tools, like Spine, or just use a generic phrase that covers the whole concept, then differentiate using "Spriter <phrase>" vs. "Spine <phrase>" etc.
     
    Anyone want to weigh in on this one? Mike? Edgar?
  18. Like
    Arrgincey reacted to Sprite in When dragging file into Construct it doesn't import the individual sprites   
    Hi, 
     
    I have a problem when importing the scml or scon file into Construct 2.
    It doesn't import the individual sprites/images, only the gray block with a number "1" appears. 
     
    The sprites show up in Spriter (I'm not getting any "missing-image" pictures). 
     
    The SCML and SCON file have the same name and are in the same directory as the folders of all the body-parts. 
     
     
    Can someone help me with this problem? 
  19. Like
    Arrgincey reacted to TweenMan in Trouble with IK   
    Hi evereybody: I'm using the free version of Spriter. When making a sequence of three or more bones, I am able to move only the two last  bones pulling from the far  extreme. ¿Am I missing something? I Would appreciate any advice.
  20. Like
    Arrgincey reacted to ridjam in Create New Blank Key   
    Hello from Indonesia here,
    I've purchased the Spriter Pro, and thanks for GREAT software :-P

    I have a question,
     
    about your RunNGunPlatfortmerPack Essentials, in Crounch_Down_Block key number 1 to 76 how to create it?
    I create a new animation from scratch with my art, and I follow your pack, every I paste in key 76 or other key, the image always be animated, I want to make as you do on RunNGunPlatfortmerPack Essentials, "create new blank key with new image without animated", how to create it? sorry for my bad explain haha... :-P
    Thanks before.
  21. Like
    Arrgincey reacted to MonkeyBrain in Maybe a nice Plugin-suggestion ? Normal Mapping :-)   
    Hi ,
     
    great tool by the way , but what if you implemented this as a Plugin ? :smile:
     
    https://www.codeandweb.com/spriteilluminator ?
     
    cheers
    BrainMonkey
     
     
     
  22. Like
    Arrgincey reacted to hunterfox in gui looks bad on macbook pro retina   
    Hi!
     
    I want to buy the PRO version but the gui looks pretty bad and complicated work with the program.
    the other problem is that the final version works very slow and also tried b11 version.
     
    the b9 version works well graphically but all have the problem gui.
     
    i've a
    macbook pro retina display
    Yosemite 10.10
     
     
    I hope you can help me because I am very interested in the program
     
     
     

  23. Like
    Arrgincey reacted to deadhorse in Spriter essentials   
    Ive recently purchased spriter pro and noticed on your site that  it includes 260 free spriter animations but I cannot  find them.I have been looking  around the  programme but  find no animations at all.
    so I am wondering if you can point  me in the  right direction for these
     
    I also noticed you can get spriter essentials are these the  same   as the free spriter animations  or different  if  they are different  can you   point me in the right direction to get these as well.
     
     
     
    thanks
  24. Like
    Arrgincey reacted to sebby300 in Spriter exported animations are squished   
    Hi! I'm very new to this program and I'm just trying out the trial version. However, already I'm running into a problem.
     
    You see I use very small nes/snes style sprites, and when I export an animation to a sprite strip, the images become slightly distorted. I was wondering if there is a fix for this or if anyone knew why this was happening. I've tried exporting at 100% scale, 200%, 400%, and 800%, and I've tried shrinking down the larger scales in photoshop after exporting them, but none of these methods have really helped at all, I still end up with some sprite distortion with the finished product.
     
    Here is what the sprites should look like:

     
    however, as you can see here, the head being a good example, the sprites get squished when I export the animation
     

     
    Any help would be appreciated,
    Thanks!
  25. Like
    Arrgincey reacted to nicolasfantoni in Char Maps sorting   
    Hello,
    first I would like to thank BrashMonkey for making such a great tool.
    I am making a game with Construct2, it's a roguelike where you play a dwarf, and then when you die, the game gives you a new unique dwarf.
    I say unique because every dwarf is randomly generated, haircuts beards faces etc. Then you can equip pieces of gear that have also unique skins.
    Therefore, I use a lot of char maps, one by armor/weapon/haircut/beards.
    I have two questions :
    - am I doing it right ? :p 
    - Spriter sorts those char maps by date of creation, and it would be easier if I could sort them by name, or even better with folders. Does it exist ? If not, do you think you can implement it ?
     
    I have an other small problem :
    this is my Spriter folder http://imgur.com/5auWhql
    I already made some animations, but I didn't sort the files I used back then.
    I'm now having those files (sword.png, etc) that I would like to move to the weapons folder, but if I do it, Spriter won't find the missing files even if it's just in a subfolder.
    Do I have to delete those objects that have missing image in Spriter, and reimport everything and replace everything, or is there some function that let me tell Spriter where are those files ?
     
    Once again, thank you for your tool and your help.
     
    Nicolas
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