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SymboliC

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  1. Like
    SymboliC reacted to Mike at BrashMonkey in Spriter R4 Bug Thread   
    This is as intended and not a bug. There's a difference between the current pivot point you set in a key frame on canvas, and the default pivot point you set in the file palette.
     
    cheers,
    Mike at BrashMonkey
     
  2. Like
    SymboliC got a reaction from DarrenOl in Cloning Animations between Entities   
    Hi,
     
    I've just cloned an "Idle" animation in an Entity... But when I try to drag and drop that cloned animation under another entity, it doesn't allow me...
     
    So what I do is, I clone a whole entity and delete the unneeded animations leaving only the animation I want to be cloned from the other entity.
     
    Is this normal or am I doing something wrong?...
     
    Thanks,
  3. Like
    SymboliC got a reaction from Dryynrins 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,
  4. Like
    SymboliC reacted to Mike at BrashMonkey in Cloning Animations between Entities   
    Also, currently you can not yet drag or copy an animation from one entity to another but it is a planned feature for a future update.
     
    Cheers,
    Mike at BrashMonkey
  5. Like
    SymboliC got a reaction from RunnerPack in Please post feature suggestions here.   
    Hi,
     
    I would love to have better folder/project management capabilities in Spriter.
     
    For example, when we change the folder structure of the project, Spriter may ask to locate the new folders for missing images when loaded.
    or can automatically locate the new pathways to images looking for file names (but this can cause a mess if there are many files with same names in different folders, so it might be better to use the "manual locating" as suggested in the above bold text).
     
    Cheers,
  6. Like
    SymboliC reacted to Mike at BrashMonkey in Please post feature suggestions here.   
    Spriter Pro already offers lots of custom tween speed-curve options.
     

     
    Cheers,
    Mike at BrashMonkey
  7. Like
    SymboliC reacted to RunnerPack in Need help with Character Maps   
    I agree that it would be nice if the program could magically know what pivot points need to be copied where, but it's not really feasible, is it? There are too many possible combinations of image names, folder names, folder structures, etc. for Edgar to make a simple routine that can do all your work for you ;)
  8. Like
    SymboliC got a reaction from lucid in Spriter R4 Bug Thread   
    Hi Lucid,
     
    Thanks for the update... Everything seems ok for me. Just in case you would need feedback.
     
    cheers,
  9. Like
    SymboliC got a reaction from JohnnyType 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
    SymboliC reacted to Mike at BrashMonkey in Please post feature suggestions here.   
    Thanks for the great suggestions everyone.  Keep 'em coming.
     
    Cheers,
    Mike at BrashMonkey
  11. Like
    SymboliC reacted to Mike at BrashMonkey in Question regarding folder structure..   
    Editing the html in a text editor is indeed the only way to alter the folder structure after the fact.  Eventually we'll add the ability to rename and move images right within Spriter, and most likely a way to point Spriter toward the new location for folders etc.
     
     
    cheers,
    Mike at BrashMonkey
  12. Like
    SymboliC reacted to lucid in Spriter R4.1 Release (4.1 update contains critical bug fix)   
    Spriter R4.1 Critical Bug Fix:
    There was a critical bug in yesterday's build of Spriter that made it so you couldn't edit default pivot points.  I apologize for any inconvenience this may have caused, and here is a new version that fixes the issue.  If you use the Steam version of Spriter, it should automatically update the next time you log in.
    This version also contains a fix that may help some Steam users that were experiencing library issues on Linux.  
     
     
    Original R4 Update:
    Hi everyone,
     
    We're pleased to announce the release of Spriter build R4 available for download at www.brashmonkey.com and also as an automatic update on Steam.
     
    R4 is the first build to feature the newly updated manual which now covers all core features. R4 also features the long awaited hot-key list, which you can access by pressing Shift+Escape (or through the Help menu).
     
    One great new feature introduced in this new build is the ability to copy a specific individual attribute of an object (such as it's x scale, y scale, position, angle, or opacity) and automatically paste to all of its other key frames.
     
    This build should also fix a library issue with the 64 bit Linux version. Internal testing shows the Steam version of Spriter Pro now loads properly from Steam with Ubuntu 11.04, but so far we can only get it to run on Ubuntu 14 by launching it directly from it's Steam folder location.  It will not launch directly from Steam itself.  We will continue to look into this and thank you for your patience.
     
    Here is the full changelog for Spriter R4:
     
    Spriter Release 4
    Released 4/22/2015
     
    Additions and Enhancements
    Updated manual now includes all core features Added Shortcut Key Popup (available in the Help menu, and through keyboard shortcut Shift-Esc) Added the right-click menu option on the canvas to copy a single object attribute (x,y,angle,etc) to every frame (when one object is selected) Export To PNG/Gif window now remembers 'Keyframes Only' setting   
    Changes
    Minor cosmetic changes Changed Export to PNG Sequence naming convention to use one underscore (myImage_000.png) instead of two (myImage__000.png), as the double underscore was causing issues on certain OS's and API's Bug Fixes
    Fixed a bug that made the right click image list for sprites not show up under certain circumstances Removed the 'Program Update' settings from the Steam version, as Steam handles updates and these settings had no effect. We'd also like to take this opportunity to mention some great new Spriter implementations in the works for several popular authoring systems. Here are links so you can get the specific details for each of them. (If we missed any new Spriter implementations, please let us know and we'll mention it in our next update.)
     
    Atomic Game Engine (Video) 
     
    Overlap 2d
     
    Clickteam Fusion  (Video) 
     
    We should also mention Spriter2Unity has also been updated to work with Unity 5.
     
     
    Speaking of runtimes, we'd like to humbly thank everyone again for your patience as we continue to work on the Spriter Pro reference implementation. As most of you may know, the goal is to provide a fully featured and easy to follow/port Spriter implementation, and the delay is in general because we are making sure the implementation is as flexible as possible, includes several up-coming features and improvements, and makes room for the easy addition of several planned features which will be a big part of Spriter's future. As this full and future-proof implementation develops we're very excited with what it will offer Spriter users, but it's also becoming obvious that there's a conflict between the need to make sure its done carefully and the desire to get it done quickly.
     
    For this reason we've decided its best for me to switch gears and make a much simpler reference implementation which perfectly supports all current features (but not the future features) so that people who need to port or finish a Spriter implementation sooner rather than later will have a concise and easy to follow example in the near future. The much more robust implementation will be the focus once the basic implementation is made available to everyone. We will deliver a detailed update regarding this 1.0 feature complete reference implementation within the next 14 days.
     
    Cheers,
    Edgar at BrashMonkey
  13. Like
    SymboliC got a reaction from lucid in Spriter R4.1 Release (4.1 update contains critical bug fix)   
    Good news!! =)
     
    Also, this feature,
     
     
    made my day!
     
    Thanks for your efforts...
     
    Cheers,
  14. Like
    SymboliC reacted to lucid in Spriter R4 Bug Thread   
    Ok.  It's happening for me, too.  I'll let you know as soon as I get a fix.  Make sure you have auto-update checks enabled in your settings to get the hotfix as soon as I release it.
     
    EDIT: Fixed, and Windows version is ready for manual download . Currently building for other platforms
  15. Like
    SymboliC reacted to RunnerPack in Export to AVI or another type of Video support?   
    Hi, SymboliC,
     
    You brought up a good point that I hadn't thought of when I made my first reply: GIF's color limitations. Since it is commonly only used for a preview, the reduction of colors isn't usually a problem. Anyone using it for final output is likely aware of its limitations and can work around them. However, it would be nice to be able to output a full-color animation, with full alpha channel.
     
    To this end, I believe animated PNG export support should be added to Spriter. Although APNG isn't officially supported by the original designers of PNG, and it almost definitely isn't supported by the version of libpng against which Spriter is linked, it has become a de facto standard, and is more widely used and supported than the official, and IMO overly complicated, "MNG" format. It is even supported by most browsers, either directly or through some type of extension. It would be fairly straightforward to add support, either by using a version of libpng that supports APNG, or with APNG-specific code patched into the GIF export functionality. For reference, here is the Mozilla APNG spec.
  16. Like
    SymboliC got a reaction from Arrgincey in Export to AVI or another type of Video support?   
    Hi,
     
    I'm wondering if there is a plugin or plans for further development to support exporting the animations to various or at least on type of Video file? Etc . Avi.
    This is useful to share the current phase, look and feel of animations with others in our team while partnering for a project.
     
    I know there is an export to animated GIF function but this does not cover it completely. I mean wouldn't it be nicer to have export to a video file support?
     
    Please correct me if I'm missing something or point me to a plug-in.
     
    Thanks a lot,
  17. Like
    SymboliC reacted to Mike at BrashMonkey in Turning and Perspective animations?   
    No, any actual perspective, or any change that would require "new visual data" needs new art by the artist.  Something that any time something moves in a way where we are now seeing a new part of it, or new side of it, you'd need to use the image swap feature.  If you are working on a game that requires a log of animations in perspective, I highly recommend you create your characters first in 3d, animate them in 3d, then export the frames.  At hat point you can decide to either import them as sequential image animations ore take the time to break up each animation into parts for each frame that requires perspective, then reassemble all the frames in Spriter, reusing parts is much as possible.
     
    There's no getting around it, once perspective is involved, a LOT more work and expertise is required.
     
    Cheers,
    Mike at BrashMonkey
  18. Like
    SymboliC reacted to jokderdeus in How to edit several keyframes ?   
    Hello,
     
    I want to edit some parts of my character but to keep the animation. Like to move the arm on the left for example but with the animation.]#
    Basically to edit several keyframes in the same time.
     
    More precisely, I would like to add 5 in the X-coordinate attribute of one object on all the frames.
     
    Does anyone know how to do do it without editing each single frame manually ?
     
    Thanks !
  19. Like
    SymboliC reacted to Mike at BrashMonkey in Animations inside Animations with respective timelines?   
    There's barebones support for this, but I don't think this feature is supported yet in any of the current Spriter implementations/plug-ins. 
     

     
    cheers,
    Mike at BrashMonkey
  20. Like
    SymboliC got a reaction from sportrmhcnh in Animation syncing problem in 2D   
    Hello all,
    Me and a friend of mine are trying to create a game...
    I am the graphics guy and creating the animations using Spriter.
    He is the developer using Unity enviroment and the assets and sprites that I create.
    Here is the scenario for a typical problem...
    We have two animations...
    Let's say,
    One is RUNNING and the other one is FIRE WHILE RUNNING.
    When you press the right arrow, the character starts to run (RUNNING) by default... and while running, if you press the fire key, another animation is triggered(FIRE WHILE RUNNING) in which the main character's right arm is risen as if shooting projectiles while running.
    The problem is both animations have the equal series of images (8 frames each, typical walk/run cycle) but the enetring and exiting the FIRE WHILE RUNNING animation is timeless, I mean it will eventully occur randomly depending on the interaction of the player.
    While transtioining from one animation to another, the legs just scramble... or there seems to be a glitchy skipping because that while FIRE WHILE RUNNING anim is let's say, on the 6th frame, the player stops to fire and therefore, RUNNING animation starts FROM THE FIRST FRAME... skipping the last two frames of FIRE WHILE RUNNING, which causes an absurd skipping in RUN cycle, considering the legs part.
    You may suggest to tear apart the body and use same leg sub-animation for both of these two different animations. But this ime another problem similar to the one above comes into play. The anatomic syncing of arms with legs!!!
    How do you overcome this problem in UNITY or do we have to do something additional in Spriter-side?
    How do you sync the positioning of the legs in both animations so that on entering and exiting of those two animations, the legs are always stay in sync??...
    Thanks a lot...
  21. Like
    SymboliC got a reaction from Asuqytrau 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,
  22. Like
    SymboliC got a reaction from AlisaMesy in Animation syncing problem in 2D   
    Hello all,
    Me and a friend of mine are trying to create a game...
    I am the graphics guy and creating the animations using Spriter.
    He is the developer using Unity enviroment and the assets and sprites that I create.
    Here is the scenario for a typical problem...
    We have two animations...
    Let's say,
    One is RUNNING and the other one is FIRE WHILE RUNNING.
    When you press the right arrow, the character starts to run (RUNNING) by default... and while running, if you press the fire key, another animation is triggered(FIRE WHILE RUNNING) in which the main character's right arm is risen as if shooting projectiles while running.
    The problem is both animations have the equal series of images (8 frames each, typical walk/run cycle) but the enetring and exiting the FIRE WHILE RUNNING animation is timeless, I mean it will eventully occur randomly depending on the interaction of the player.
    While transtioining from one animation to another, the legs just scramble... or there seems to be a glitchy skipping because that while FIRE WHILE RUNNING anim is let's say, on the 6th frame, the player stops to fire and therefore, RUNNING animation starts FROM THE FIRST FRAME... skipping the last two frames of FIRE WHILE RUNNING, which causes an absurd skipping in RUN cycle, considering the legs part.
    You may suggest to tear apart the body and use same leg sub-animation for both of these two different animations. But this ime another problem similar to the one above comes into play. The anatomic syncing of arms with legs!!!
    How do you overcome this problem in UNITY or do we have to do something additional in Spriter-side?
    How do you sync the positioning of the legs in both animations so that on entering and exiting of those two animations, the legs are always stay in sync??...
    Thanks a lot...
  23. Like
    SymboliC got a reaction from salemakeupbq in Export to AVI or another type of Video support?   
    Hi,
     
    I'm wondering if there is a plugin or plans for further development to support exporting the animations to various or at least on type of Video file? Etc . Avi.
    This is useful to share the current phase, look and feel of animations with others in our team while partnering for a project.
     
    I know there is an export to animated GIF function but this does not cover it completely. I mean wouldn't it be nicer to have export to a video file support?
     
    Please correct me if I'm missing something or point me to a plug-in.
     
    Thanks a lot,
  24. Like
    SymboliC got a reaction from sportrmhcnh 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,
  25. Like
    SymboliC got a reaction from Arrgincey 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,
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