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LukeLanFaust

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LukeLanFaust last won the day on November 30 2015

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About LukeLanFaust

  • Birthday 03/19/1993

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    http://www.lukelanfaust.com/

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  1. I just tested it out on windows and seems to work great. The current mesh deformation feature never worked on my laptop before, but it does now!
  2. The video might not seem like much at first, but I think everyone here can agree there's a ton of effort and heavily-formatted code behind this animation. (and formatting, readability, functionality, documentation...) Awesome work so far!
  3. Good to know it works on your end. I'll probably end up doing a clean reinstall of Spriter and see if that helps, then I'll work towards messing with drivers. Thanks again, bwwd :) EDIT: I reverted my up-to-date generic Intel drivers back to the original (OEM) HP Intel drivers, but it didn't seem to change anything. I then used windows update and installed all 11 updates that were there and still got the same results. I tried disabling openGL in Spriter, but it also disables skins since it requires openGL. I also fired up Minecraft earlier to check if my openGL worked properly, and I still get around 22-30 FPS. I followed this up by uninstalling Spriter, reinstalling it, deactivating my Pro licence and reentering it to make sure it was properly registered. I also tried validating the Steam version which repaired 3 corrupt files. Neither version would show the meshes though. I also ran Spriter as administrator, and set the priority to high to make sure it was getting the resources it needed, On Steam, it said my computer would require "Processor: Intel® Pentium® 4 2.0 GHz equivalent or faster processor", but besides the mesh problem, it runs perfectly fine on my "Intel® Celeron® CPU 877 @ 1.40GHz" processor. If 0.60GHz wouldn't make a difference, you could probably lower the Steam's minimum requirements ;) (my CPU idles around 40-42% when running Spriter, Chrome, and Firefox) Thanks for mentioning the drivers bwwd, although it seems it didn't help afterwards, it was something I wouldn't have thought of, and I feel better about having the stock OEM drivers from HP installed. I wouldn't know what else to try besides that, but since it's a prototype feature and has known bugs, it's probably nothing to worry about. When v1.0 comes out with the final deformation features, I'll be sure to post any problems I have with that version. :)
  4. Whoops, didn't even think of doing that! I uploaded a .zip to my Google Drive. https://drive.google.com/file/d/0B3yr5b0DS_wxQm1ZLTNnbl9fcW8/view?usp=sharing For me, placing a mesh into the canvas is perfectly fine. It's only if you double click it that it becomes invisible, and after that it remains invisible even if you save, close Spriter, and reopen it. It also remains hidden inside the "second view". I could have just made a blank file to show the problem, but I took my Birdsong Fanart and placed a mesh at the tip of the beak. I already double clicked it, so it should already be invisible when you start Spriter. I also included some screenshots of what it looks like on my computer, since it'd probably be helpful to see what I'm talking about. The "Mesh_Placed.png" is the first screenshot, the others are after I've already double clicked the mesh. I don't think it would have anything to do with image resolution since bwwd's example was also invisible on my computer, and his character images were way smaller than what have been using. Thanks for taking the time to help!
  5. It still doesn't work, but I found something interesting. In your .scml file, it was using version R2, but mine is the newest R4.1. So I went and downgraded to R2, but it won't show the images even after attempting the zoom trick. Because it was designed as a place-holder, I assume it was never meant to be stable enough to work on a wide-range of systems. It's probably just a hardware issue on my end, or my laptops opengl support isn't compatible with the current method they use to draw the images. Thanks again, bwwd :)
  6. Hmm, I tried zooming out all the way and then tried zooming all the way in, but it doesn't seem to fix itself. Whenever it goes invisible it also removes the image from both the Z-Order and Hierarchy. It also remains hidden in, or outside of skin mode. The most I can get it to show is a green grid after I press "G" (very slow). But since it was a place holder, I assume it'll act differently on different systems. I'm using a laptop with the standard "integrated Intel HD Graphics". Runs Spriter perfectly fine as long as I don't use to many IK anchors or bog it down with tons of large images. From what I saw in the Spine trial, the only things I'd want from that program would be IK constraints (similar to IK anchors but movable), and mesh deformation that can optionally be weighted to bones. The new API that's coming in the next couple months will also probably take care of Game Maker Studio support. Other than that, I find that the Spine trial is extremely difficult to figure out, unlike Spriter which is pretty straight forward. Thanks for mentioning the zooming thing, it was worth the try. :)
  7. Although deformation is currently in a broken state, just seeing the proof of concept makes me excited for when it will be supported. Thanks for the release estimate, v1.0 sounds like it'll be great :D Until then, I'll keep trying to improve!
  8. It'd be nice to have separate options to allow or prevent bone movement. I know you can toggle each bone's constraint individually, but sometimes I just want to avoid accidentally moving a bone instead of rotating, scaling, etc. For example, it you wanted to rotate the upper arm, sometimes grabbing near the end would grab the base of the lower arm and cause you to move it instead. Maybe a modifier key? Blender uses keyboard shortcuts like S: scale, G:translate, R:rotate. So by having a bone already selected, you could just hold down R and click anywhere in the canvas to make that bone rotate like normal. When selecting bones, sometimes it's hard to click them. Is there any chance of expanding the the selectable area around them? Right now it seems like the cursor can only select it if it's right above the bone. Maybe have a transparent border appear when the cursor is near? A checkerboard patterned background would be nice, maybe a toggle to overlay the pattern? It could just take the current color, invert the brightness value, and tile it with a low alpha value. Sometimes the blank canvas looks a little jarring, though I might be used to using art programs where transparency is marked in such a way. EDIT: http://brashmonkey.com/forum/index.php?/topic/3500-ik-targets/ Would this be possible? I could see how moving the IK anchor point could speed animating in some ways. I tried separating each subject so it'd be easier to read since there was quite a few ideas I had, so if it helped I'll try to format my ideas this way in the future. Cheers, Luke Lan Faust
  9. The first character was for a project that I've put on hold. It's the first animation I had made Spriter. It took me around six hours which is a really long time. This had nothing to do with Spriter, but just my lack of experience at the time. I've managed to improve my speed since then by doing some fanart, but it could be due to the bad habits I have with over tweaking values. Even though the final animation doesn't always turn out how I liked. I know how to use IK, but I find myself setting each bone individually a lot. I'm also really glad you can tweak values by scrolling over the object properties. It makes it so simple to do small adjustments. I'll be putting the images for this post in spoilers to make the post a little easier to navigate if more are added. My Art This is art I've made so far. Mushroom Dash - (project discontinued) Fanart Everything below is fanart for different indie games. I wanted to get better at animation and art, so I figured some fanart would help since I'm not used to using a graphics tablet or animating. I don't own any of the characters below this point, and a link to the games will be posted above each spoiler where you can play them and find more information about the developers. Ultra Hat Dimension - http://eniko.itch.io/uhd Birdsong - http://managore.itch.io/birdsong ChickenSword - http://chickensword.com/ Advice I'm still new to things, but this information might help others who are also learning about skeletal animation. Joints ----To ensure properly aligned rotation on elbows and knees, make sure you make a perfect circle where the limb segments end. This is very noticeable on characters with outlines. The Birdsong fanart for example, there would be no need for this since the character is flat shaded. ----Most limbs have to be flat shaded to look correct, with no difference in color or shade. It there's enough room to allow it, you can use transparency on joint image that lies above the other to allow the shading to blend smoothly. Animation ​ ----If you want to do walk cycles, check out this awesome tutorial by Ptoing. It was posted on WayofthePixel a few years ago, but he recently shared a link to his dropbox because twitter managed to mangle the gif pretty bad when I tried to show someone. https://dl.dropboxusercontent.com/u/15588722/12framerunproper.gif ----Enable snapping. This will prevent unnecessary keyframes from being created and allow you to easily remember key points in the animation. I hated moving keyframes before I did this, and this makes it simple to adjust their timing. Other With the new API that's coming up, and the mesh deformation that's in development, I have a feeling animations are going to become easier to manage, since each limb segment won't have to be chopped up. And being able to use squash and stretch will make things even more fluid. Is there any estimate of how long after the API is done before we can use deformation in beta? Even if I couldn't save the deformation it would be awesome to test it out. :D EDIT: I saw a screenshot with something called skin mode in the suggestions thread, so I'll look into that to see if that's the deformation features. EDIT2: I found it, but it seems the image goes completely invisible when I double click it to change the points. Changing the image, or even after saving and loading it remains invisible. It seems I'll have to wait... Thanks for making Spriter, it's very easy to get the hang of it since there's really no learning curve.
  10. I downloaded the nixarn's example and I can confirm this is happening on my PC too. I'm using the current R4.1 version on windows 8.1. All I can assume is that it's trying to modify data that was left behind from the previous images. EDIT: I've narrowed it down. It only happens when there are absolutely no keyframes in the timeline. If you leave any keyframe, it will not happen. My guess is that it checks position 0 first (in an array or data structure?), but since there's no data to be parsed it'll freeze. Best of luck!
  11. In a game I've been working on, I figured out how to code tweening using these examples and some allow over shoot and bouncing. Maybe Spriter could have an "Advanced tweening" option in the tween editor. Example of variables you would have access to: // A value between 0-1, which would be the percentage until next keyframe value)t = time;// A value between 0-1, which would be the percentage between the current keyframe and the next.// 0 = current_value// 1 = destination_valuev = value; So the default text box would contain: // A linear movement without a curve.v = t; What the user could type in: v = sin(tan(t)*0.05); That could allow people to make custom tweens that have specialized movements, and give a little more control to advanced users. I'm sure there's a lot more complicated ways to tween then the example page I linked to, but I figure it uses the same principles. ;) Cheers, Luke Lan Faust
  12. I like the new shortcuts list! Any chance it'd be possible to change keyboard shortcuts inside the list in later releases? I got really comfortable using Ctrl+Shift+Z for undo, since most of the programs I use have it set to that instead of Ctrl+Y. Or is there a configuration file I can change settings in? Another Idea I had was to add "Color Blend" to the Object Properties, that way certain effects like turning to stone, a transformation with a bright flash, or adding an outline around the character by making the images slightly larger at the lowest depth, and then setting the color to black. Or eye that glows red momentarily :smile: The upcoming features sound great! Deformation and Game Maker Studio support will be pretty awesome :grin: Would we be able to attach the deformation points of images to individual bones? That way we could bend limbs, animate breathing by moving a chest bone, or make tails out of one long image. If deformation works off of vertices, would we be able to set the subdivision level? Developers would be able to cut down on CPU+GPU usage when using real-time skeletons, and animators who export sprite sheets could get higher quality deformations. :smile: I'm new to animation but Spriter makes it easier to learn. I don't know if color blending or mesh subdivision has already been suggested, but I think it'd be pretty useful in some cases. Overall, the program is very slick and easy to use. Nice choice of colors for the interface too, keep up the great work! Thanks a bunch, Luke Lan Faust
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