Everything posted by l34765sgh
Hello. I'm wondering about the best way to approach this. Currently i have a separate layer for each body parts linework. (Thigh, shoulder, eye, eyebrow, mouth, various hair pieces etc) Each part will have an additional layer for the coloration, lighting and shading which would bring the total layers over 100+. Detailed work. While this makes it easier (when finished) to export individual parts and add them to spriter the work flow is much slower compared to the standard layering approaches such as outline only, base colors, shading, lighting, + other effects. Sure, you could chop up your drawing after doing this but then you will have to do more editing to get things to line up properly during animation. What approach do you use work intended for animation or what is the best way to approach layers with detailed work intended for spine animation?
As long as we're making request and giving suggestions Will you consider implementing a virtual camera? for use with cartoon animations and cutscenes in gaming? Sorry i should elaborate. Lets say you have a background, your character in the scene and you want to slowly zoom in on that character while it's performing it's animations. From what i understand with Spriter you would have to enlarge both the character and scene every frame to get that effect and have it export as intended. As we know, enlarging in this way can cause some issues with consistency and brings a lot more tedious realigning into play per frame. Exports may also may not be on point for a smooth effect. What i meant by a virtual camera is. Putting an adjustable frame / box around your scene. Which can zoom in or zoom out. Move left, right, up down on your target scene. Then have it export your frames as defined within the frame / box information. While maintaining the animations you put in place.