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  1. Huh... I can't seem to reproduce the problem anymore. Which is strange, considering I don't think anything's changed. My computer hasn't restarted or anything as far as I know, either.
  2. As far as I know, this is only happening within this specific animation. I can rotate other images on other animations just fine. I'll send you the project now. :)
  3. Whoops, sorry. Not sure what exactly you want, but I'm using Windows 7 32-bit with an AMD Sempron SI-42 2.10 GHz processor and 2 GB of RAM.
  4. Hey, I'm back. This time, Spriter is crashing on me. Here's what's happening: My animation plays fine at first, but when I change around the rotation and position of one sprite and try to run it again, I'm unable to stop it from playing and the program stops responding and crashes. This has happened consistently five times now, and only when I try to press the pause button (while it's playing). Here's a .gif if you need a visual: When the cursor goes into the timer sprite, that's when it crashes. It would be great if this could be fixed so I can finish this animation. (good luck finding t
  5. The method I use is have a character map with the eye closed, then occasionally add that map the the character for a few frames.
  6. Thanks for the reply, but actually, it's not. The head, hair, and eye are all children of the bone. That's why I'm confused. :???: I never move the head or eye independently, either. Apparently I unintentionally did some weird stuff with the hierarchy. The eye was sometimes moving independently. My mistake. ^-^"
  7. Hello! I've been trying to use Spriter Pro for my game, and I have character maps for the player's eye. I've set the eye as a child of the head bone, but it still wobbles around when the bone moves. Like this: Is there a way to "pin" the eye to the head, so it sort of acts as one image? Is there anything I can do here at all?
  8. I figured it out! I have absolutely no idea why this worked, but I was trying to adjust values to get it to render correctly and happened to fix it. I simply replaced this code in my Drawer implementation's draw() method: int height = -(int)(sprite.getHeight()*object.scale.y);graphics.drawImage(sprite, (int)newX, (int)newY-height, (int)(sprite.getWidth()*object.scale.x), height, null);with this: graphics.drawImage(sprite, (int)newX, (int)(newY+sprite.getHeight()), (int)(sprite.getWidth()*object.scale.x), (int)(-sprite.getHeight()*object.scale.y), null);//Note the lack of *object.scale.y in t
  9. Sorry it took so long to respond! I got a little busy. ^-^" I just tested scaling in your example with Java2D, and it seems to work perfectly fine. Obviously, I messed something up when copying it over. I'll see if I can figure out what I did wrong.
  10. I sort of copied your library over to my engine. I never tested your example, so I will when I get home.
  11. I figured it out! It was the fact that I scaled the head and hair, I think Trixt0r's library might not handle that correctly (which would be surprising) or I made some kind of mistake in the rendering code (more likely). I'll try to figure it out and will return with the results.
  12. It does appear to be working fine... Strange. Maybe it is something to do with character mapping? I used character mapping in the first one. I'll test it.
  13. Hey everyone! Normally I wouldn't post on the forums for a problem, but I've been trying to figure this out for quite a while with no dice. I've been trying to render the Grey Guy using Trixt0r's Java-Spriter library with the Java2D method, but for some reason, the head and his hair aren't wanting to be rendered correctly.(That black blob on his chest is the 'hair') They just won't stay in the right positions. I really don't know what to do. Could there be a bug in the library code, or did I just mess up somewhere (most likely)? Does anyone know what could cause this? I'm fairly sure I duplica
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