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vubidugil

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    vubidugil reacted to RuneStorm in Add separate Animation to existing...   
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    vubidugil got a reaction from RuneStorm in Add separate Animation to existing...   
    I think this video can help you.
  3. Like
    vubidugil got a reaction from Pale Dolphin in Noob questions: how to copy/paste keyframe?   
    I usually select the key frame that I want to copy, then select all the pictures and bones. Then use ctrl + C to copy. Click on the timeline where you want to insert a new key and use ctrl + V
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    vubidugil got a reaction from lucid in In construct 2 the animations disappear when they are close to leaving the screen   
    Works perfectly,very grateful for the help!
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    vubidugil reacted to Mike at BrashMonkey in In construct 2 the animations disappear when they are close to leaving the screen   
    Hi, there's an important trick to avoid this. The Spriter plug-in in C2 uses the custom animation trimming settings from the Spriter file as the "bounding box" to decide when something should be clipped or drawn.

    I'm going to bring this post to Edgar (the creator of Spriter and this particular plug-in) so he can give you more concise information.
     

     
  6. Like
    vubidugil reacted to lucid in In construct 2 the animations disappear when they are close to leaving the screen   
    To use bounding boxes precalculated in Spriter for correct clipping and effects, in Spriter, simply click on the box icon on the animation widget. Use settings roughly like what you see below:

    framerate: In order to calculate a bounding box that takes tweening into account, Spriter will go through the animation at a set framerate. 60 is recommended.
    padding: Extra pixels added to each side of the bounding box to ensure that frames in between the above calculated don't go slightly outside. 0 is probably fine for most cases, but 1 or 2 pixels isn't going to affect your performance and makes doubly sure.
     
    The best workflow would probably be to run the calculation once on all animations the first time you use it, and each time you add an animation. After that, only bother recalculating the bounding box if new animation changes massively affect the bounding box, or if you notice any clipping at runtime. And of course, run it once before shipping or demoing your game.
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