Feynt
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On 26/01/2017 at 8:25 AM, Mike at BrashMonkey said:
An excellent point. I totally understand why you wanted to enter a negative number. Unfortunately, Spriter always uses the path of least resistance when tweening angles, meaning if its shorter to rotate clockwise between one key frame to the next, it will, same for counter clock-wise, so if you want something to rotate counter-clockwise, you need to add another frame in between going half the way to that angle.
I actually came to report an issue contrary to this. Actually it's a three part bug report:
- I've got some animations which should only be slight rotations of the individual bones, but it's causing them to wildly spin limbs around. I'm doing a cross over animation from a knee pointing to the left on a digitigrade character to the knee pointing right, necessitating rotation and counter rotation. The tweens however cause the leg to wig out and do a 350 spin into the body rather than do a slight angle change. It would be nice if the program read the intention of the motion when the keyframe is made, rather than optimising it incorrectly, or gave us a curve editor which let you specify the start/end point of the animation to force it to "go the long way".
- I'm having problems exporting 2 of 15 animations. Most of them export properly, but the 2 refuse to export as separate PNGs, and crash on GIF export. I believe it's related to bug 3, which is...
- In those two animations I encounter scenarios where bones or the sprite attached to them scale to 0 along one axis and for some reason get placed at 680000.00000 x and y. When this happens I can't edit anything about that particular item. There's no case where my animations go anywhere near the 600px point on any axis, let alone 680000.
I can provide my project if you'd like to look it over.
Addendum:
I'm using Spriter Pro r10 through Steam on an Alienware 17 r3 running Windows 10.
Please post feature suggestions here.
in Spriter
Posted
Been working with Spriter for a few weeks pretty consistently now and I've come up with a few "would be nice" features: