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PrismaSlice

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Everything posted by PrismaSlice

  1. 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
  2. Thanks for the reply on the IK info. I come from a 3D background and was leaning on some assumptions from there. A new issue I'm having is the exporter is cutting off animation frames when a single image dimension is over a certain (admittedly large) size. The bug starts when the width is past roughly 32000 px. Bumped into this bug creating 16x1 animation strips (That photoshop batches into evenly spaced square power of two texture sheets). Understandable when working at those sizes if there are software limitations in the exporter, but a warning in the exporter that the file will get cropped would be nifty. I'm exporting at 100% since I prefer to have photoshop's sampling options for downscaling as part of the batching process. I have a work around for the issue so it's not pressing, just wanted to bring it to your attention if it wasn't a known issue. Really enjoying Spriter, especially the Character Maps, which have allowed me to painlessly reskin animations in very useful ways. Can't wait for mesh distortion to become a supported feature!
  3. I have an annoying bug in windows 8.1 When I set the interpolation curve of a parent object to something other then linear, the IK targets on the children move out of place. It's a spider so there are a lot of legs and a fairly deep hierarchy. I can set the interpolation for the timeline as a whole but this isn't ideal since it's messing up the timing for all of my secondary animations. My workaround right now will probably be to manually animate the legs, which is a HUGE pain. Hopefully that can get hammered out in a future release.
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