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Stinky

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Posts posted by Stinky

  1. Spriter is wondrful, I am enjoying every second of my new Pro verson.

    I am an Avid Blender user. I have used it for my personal and professional projects for years now. Blender has lots of animation tools that would take BrashMonkey years to re-invent for their application. Blender hs been in development since the days of the Amiga, so it is not fair to compare the animation system to Spriters bone system.

    I think If you guys made a propriatory exporter for Blender, for your fileformat, you would get a HUGE following.( I would be your first customer i would pay up to $30 today).

    If you guys are not savy with Python, you can ask Cambo (MR. Cambell) on the Blender Artsits scripting help forums. He works at a really reasonable rate, and you guys would have the market cornered from blender users too.  There is currently no way to import the Sound files in sequence with the animation frames from blenders sequencer to Unity.

     

    You can reach them at /server irc.freenode.net, and /join #blendercoders from any IRC client. Ton (the main blender guy) is almost always there with a fake name. I am sure they would love to talk, and share ideas with you. They are very nice people. They even help out non-programmers like me sometimes. You may even get invited to Amsterdam next time you are on vacation, they are neat people.

    You guys would rock that entire blender/unity community. Not to mention you would bridge the gap between Blender and 2d engines like Construct 2.

    Anyway, I love Spriter and love the directions it is going. I can make some really great stuff with it, with very little effort.

    It would sure be great to be able to pipe things back and fourth from Blender.

    TIA for reading this :) Sorry for my  poor english, i have not lived around here very long.
     

  2. Not gonna lie...yeah it is.

    Edit: I am starting to think the problem is me, not the program. I forgot the effect rotation has on pixels, and rewatcted the Intro to Spriter video. Sorry to waste your time.

    I hope to make good and crisp animations in the future, as soon as I get more educated with Spriter. BTW when does Pro ever go on sale? It sounds very useful.

     

    You can buy Spriter pro on Steam and from this website for ~$60 USD . I think you can get the current version from the Construct 2 store too.

     

    I has some really neat features so far. The IK anchors make it worth it for me.

     

    If you get the Enhanced Steam plugin for Firefox and Chrome, you can look at the steam page, and see where the current lowest price is.

     

    I am not sure if we get free updates or not though.

  3. I did that in a sense, with the spheres, I think the only option I really have is taking those spheres and shaping them into the tentacles by stretching them. I did create some smaller tentacle parts, but it looks terrible (to me anyways) That and the fact the Don't Starve engine doesn't support bones, things tend to get nasty when you use them, so animating is a pain (thank the gods for onion skinning!) 

     

    If you are needing only frame animations, I suggest using blender. Making tenticles is a beginner project for learing splines and rail extrusion. It will make the twisting , and revealing of the underside of the tenticle childs play.

     

    If you want someone to rig and animate it for you, I will do it for a $5-$20 steam game =)

    It would only take me a few minutes to model and rig it for you. Then you can make any further animations you want,yourself, just by tweaking the rig, and pressing the render animation button.

     

    Just say the word, and I can have it ready for you in an hour or so.

     

    EDIT:

    Waiting on hold for some computers we ordered ,since I posted this.... Still on hold, but I got an arm rigged and semi modeled to show an example. I just used an armature, and a quickly extruded cube with a subsurface modifyer:

    animaion.gif

     

    If i ever get off hold with thease jerks, I will try another pose. maybe i will try another shape. I need octopuss things for my game later so it is good practice for me.

     

    For the animation I just made an IK chain, made the first bend pose copied the first and last frame, and then did a reverse IK paste in the center frame.1,2,3, and hit the render button! that is it. 1 pose!

     

    EditEdit: My webhost is under DOS attack. here is a temp file, sorry about that:

    OctoArms.gif

  4. You have something already named Torso, it is a sprite, but i guess bones and sprite cant share the same names, the 001 is a auto-renamer function I am guessing.

    I end my sprite names with _SPR, like Pelvis_SPR, so i dont accidently screw something up in the out-liner when I am animating. I have already ruined 2 animations by moving the wrong key-frames.

    It would sure be nice to hide the sprite names when I am trying to animate,

  5. You can export PNG images and use this:

    http://www.imagemagick.org/script/index.php

    make sure they are sequentially named and then use this command from inside the images folder:

    montage -geometry 256x256+0+0 -background transparent *.png SpriteSheet.png

    change teh 256x256 with your tiles dimensions, and the +0+0 change to the amount of padding you want around the images.

     

    You can save that command in a text file, and rename the file to *.bat or *.cmd so you do not have to type it every time.

    Here is the file I use so it cleans up the folder every time:

    del SpriteSheet.pngmontage -geometry 256x256+0+0 -background transparent *.png SpriteSheet.png

    Here is a fun tip, Save the file in your :

    Disk where windows is installed:\Users\YOUR_NAME_HERE\AppData\Roaming\Microsoft\Windows\SendTo

     

    Now you can just hilight an entire folder, rightclick on the images and select Send to: The_batch_File_You_Made.bat

    Poof! you have a sprite sheet!

     

    Be sure to play with image magic! ther are a lot of great little tricks you can do, tha save loads of time. Resizing and rotating an entire folder of images? No problem!

  6. You need a file host that allows hot linking. There are a few free ones around. Sorry i do not know of one off hand, I just google "free web hosting", and find the best plan that allows hotlinking, and no advertisement banners on the page.

     

    There might be a hack with DropBox too, at the end of the URL there is a DL=0 change that to DL=1, and sometimes it allows the forum to download the file into the forum's cache. (if it is supported)

     

    In the past you coud do it with Imagur, and Fileshack by rightclicking on your uploaded image, select "view image" and copying the URL from the omnibar.

     

    hope that helps :)

  7. Very neat! Reminds me of a deformation mesh in Blender.

     

    Are there any documents on how we can make that sort of deformation mesh?

     

    I would like to see if it is compatible with Unity and Construct 2.

     

    Some great stuff to get inspired by in this thread :)

  8. I forgot to mention that I really liked your sprite. Very colorful compared to the dull grey armor most people make :)

     

    Here is one of a guy caring a sword, not the right perspective, but shows a pretty good example of the arm swing and headbob.

    T_Vlad_Sword_Walking_48x48.png

  9. Hi!

     

    Take a peek at this diagram, mainly at the heads and torso.

     

     

    contact_method.jpgas you can see then entire character moves up and down.

     

    When I am laying out my walk animation I start by keing in the torso and head bob. It makes laying out the legs and arms much easier.

     

    Also take note of the "up" position, A forward lean will give the impression he is pushing his weight forward.

     

    Hope that helps.

     

    Google "walkcycle" and click on the image serch to get more diagrams to study.

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