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crabowitz

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  1. It very well could be, I'm positive I would have run into this issue before. I have no idea if this information is helpful at all, but I'm on running Spriter 4.1 from Steam on a Windows 7 PC, and the last time I used it was 10/8 (where i had no problems) Hope that helps. -EDIT- Just to be absolutely sure, I did some extra tests with the project i was having trouble with. it turns out it was a more specific problem than I thought: This bug occurs when there are only 2 keyframes in animation, and repeat playback is turned off. Translating a bone in the second frame will overwrite the first frame's scale and rotation to be that of the second frame's.
  2. Hello. I picked up spriter a month or so ago to make some animations for my game and love it. Since then I had to put it down to work on other aspects of my game. Today I picked it back up but was hit with a really weird bug. I just quickly recorded the problem I'm having in FRAPS, which only recorded the canvas, So I'll do my best to describe what's going on in the timeline https://www.dropbox.com/s/dn9nd50hdmmjli8/spriter%20bug.webm?dl=0 (0:00) I position the first keyframe, get the character ready by bending back his chest (0:08) I select a frame at the end of the timeline (0:09) I rotate the chest-bone forward (which automatically creates a keyframe for it and each child bone) (0:12) I scrub between the two keyframes. The animation works correctly. (0:16) I select the second frame and translate the chest-bone to match the jacket zipper with the torso (0:18) I scrub between the two frames. The translation of the bone is correct, but the rotation of the bone in the first frame is overwritten to be the same as the second one. I found this only happens when translating bones AFTER rotating them. Rotating after translating works fine. The same bug also happens with scaling bones. I "deleted local content" and reinstalled from steam hoping that would work, but it didn't. Thanks in advance for the help.
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