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Morgrav

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Everything posted by Morgrav

  1. Thankyou for the response guys. Apologise for the delay in my own, I've been ill. I did it to myself. I had "show bones" unchecked which hides the sub entity UI completely. Is there a way to control z order of the sub entities? Curently they all seem to stack on top of eachother.
  2. I am using sub entities to make a mock up of a rather complex looping animation. The sub entity's have ceased to be selectable. no amount of right or left clicking is bringing up their animation dongle. Am I doing something wrong, or is this just not really implemented? Also I see no way to control z order of sub entities, Please help. Getting frustrated over what should be simple interface stuff.
  3. Hmm. I renamed the entity and animations, and still no luck. I still have the free trial version from your site installed, and am using the pro version from Steam. Is it possible that's causing conflicts with the features? I see the merge file option available, and it gives me the type of folder ovewrite options, I choose one, click OK, then nothing seems to happen.
  4. I have followed the instructions here http://www.brashmonkey.com/spriter_manual/importing%20one%20spriter%20project%20into%20another.htm and imported one project into another, but it seems to be for images only, not animations. I decided I liked an earlier walk iteration, where I had not done an idle animation yet. I would like to take my idle animation from my other project file and copy it to this one. Is there a way to do that? I am using Spriter Pro.
  5. Turns out I had not set default pivots on those limb parts. Didn't cause a problrm within in spriter, but the importer didn't like it. Simply setting defautlt sprite pivots fixed the problem. Thanks for the offer of help Mike.
  6. Thanks for the response Dana. One of the issues I'm having is me creating the animations and sprite sheets, and my colleague plugging them into unity. I'm a little fuzzy on what works best for unity sprite sheet wise. From your description, it sounds pretty wide open. I've just picked up Texturepacker. Hopefully this will help a bit.
  7. I've supplied a Spriter walk animation to my colleague who used the spriter to unity importer. Everything works except one limb. After reading through this thread I'm guessing it's a problem with me accidentaly animating sprite pivots. I did not intend to animate the pivots off of the default ones I set, but it's entirely possible id did so by misclicking the sprite instead of the bone. How do I identify if I've accidentily animated the sprite pivot, and if I have, can I repair that part of the animation without redoing the whole sequence?
  8. I'm brand new to Spriter. I have some animation experience, but none when it comes to exporting loops for games. What is the proper way to layout sprite sheets? I curently have a walk cycle that exports 31 frames at 24 frames per second. I exported to a 2048 sheet in a 6 x 6 grid. I have 5 blank positions. The character itself is about 300 by 300 pixels. I'm hoping to be able to zoom in quite close. Is this too large for a character sprite? This is a relatively short loop. How do I aproach sprite sheets for longer animations, say for a 5 or 6 second idle animation? Currently each short cycle has its own page and runs left to right consecutively down the page, but I've seen some sprite sheets that contain more than one cycle and run left to right for each, making a long horizontal file. Is one way preferred over the other? Does the dimension of the sheet itself matter? What's the proper way to aproach this? I'm hoping to eventually use these in Unity. I am aware there is a direct importer available, but would still like to understand the proper sprite sheet practise. Apologies if these are silly questions. I've never done this before.
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