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Mike at BrashMonkey

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  1. Like
    Mike at BrashMonkey got a reaction from Solomonmova in Spritesheet export not saving   
    Yes, my guess is even though the character is the same size, due to the number of resulting frames (duration of animation) AND the overall size of each frame (due to position of character, such as arms extended, tail extended etc ) combine to demand a bigger total spritesheet image than Spriter is capable of. 
     
    I'm glad to hear you're using Unity! This should solve all your problems! http://brashmonkey.com/forum/index.php?/topic/4477-spriterdotnetunity/

    If it has any issues importing or playing back your Spriter files, please report them on that thread.
     
  2. Sad
    Mike at BrashMonkey got a reaction from AlbertMen in Spritesheet export not saving   
    Hi corndawg,

    can you please zip up your entire project and email it to me? ( mike@brashmonkey.com ) so I can see if I can find the issue?
    May ask how big each frame would end up?
    Have you tried exporting as single frames?
     
    Thanks.
     
  3. Sad
    Mike at BrashMonkey got a reaction from Geraldml in Spriter Hierarchical Scale Logic   
    I hope not all body part images will need stretching. I think the dirty approach is best. It's a shame neither you nor the artist spotted the information in that video before starting. I'll try to make a new video that concisely points that out and put it near the front of the quick-tips video playlist on our Youtube channel.
     
  4. Confused
    Mike at BrashMonkey got a reaction from Solomonmova in Unable to import Spriter animations to Unity   
    Hi Dorja,
    I think there are specific Spriter features that Spriter2Unity does not support/ cant import and convert properly.
    This is a wild guess, but if you are using any skin mode, sub-entities it likely won't successfully import.
    There may also be limits like each image needs to be assigned to a bone and only one image is allowed to be a child of each bone. (This part is a guess)
    I suggest you post this issue, especially with a screen recording of your import attempt process and the resulting error in the thread dedicated to Spriter2Unity DX. This is much more likely to get the attention of either the plug-in developer or someone with much more experience using than I have.  
    cheers,
    Mike at BrashMonkey
     
     
  5. Confused
    Mike at BrashMonkey got a reaction from Solomonmova in Unable to import Spriter animations to Unity   
    Right.. Spriter2Unity actually converts Spriter animations to Unity's own animation format during import, but the cost is it cant support/import complicated Spriter files.
     
    SpriterDotNet for Unity supports more Spriter features much better, but there is a steeper learning curve because it does not convert the animations, it keeps them as Spriter animations and lets you control them from within Unity.
  6. Like
    Mike at BrashMonkey got a reaction from Solomonmova in What OS are supported on Spriter PRO?   
    2 will have totally different compatibility. Pro version is the same as the free version of Spriter Pro. The missing DLL issue is pretty easily resolved for the vast majority of users who have that problem.
  7. Haha
    Mike at BrashMonkey got a reaction from AlbertMen in Unable to import Spriter animations to Unity   
    Hi Dorja,
    I think there are specific Spriter features that Spriter2Unity does not support/ cant import and convert properly.
    This is a wild guess, but if you are using any skin mode, sub-entities it likely won't successfully import.
    There may also be limits like each image needs to be assigned to a bone and only one image is allowed to be a child of each bone. (This part is a guess)
    I suggest you post this issue, especially with a screen recording of your import attempt process and the resulting error in the thread dedicated to Spriter2Unity DX. This is much more likely to get the attention of either the plug-in developer or someone with much more experience using than I have.  
    cheers,
    Mike at BrashMonkey
     
     
  8. Like
    Mike at BrashMonkey got a reaction from AlbertMen in Pivot point marker/rotate widget gone   
    I'm sorry I somehow never saw this thread until now. Be sure to mention what OS you're using Spriter on when you have an issue.
    for a second I thought maybe you accidentally clicked the "hide bones" check-box, but I think you're talking about the actual transform gizmos that appear when you choose any sprite to manipulate. I've actually never seen this bug or heard anyone else ever report this, so please do get back to us with more info if it ever happens again.
    again, sorry for not seeing this for so long.
  9. Thanks
    Mike at BrashMonkey got a reaction from Solomonmova in Construct 3 SCML Plugin : Need Updates.   
    Sorry for the delay. Edgar is currently tied up with work on Spriter 2 until we can release the next bit of update info for it. We'll be setting up a C3 subscription shortly for testing and development once Edgar's hands aren't so full. Hopefully it won't be too much longer.
    Thanks as always for your patience and support.
  10. Like
    Mike at BrashMonkey got a reaction from Geraldml in Bones appearing on Sprites   
    Thanks for reporting this. What OS are you using Spriter on?
    Thanks.
  11. Haha
    Mike at BrashMonkey got a reaction from Angelofame in Pixel art for Spriter2?   
    Spriter 2 will definitely be able to be a powerful tool in a pixel artists arsenal, but we can't get into specific feature details yet.
     
  12. Thanks
    Mike at BrashMonkey got a reaction from Angelofame in Spritesheet export not saving   
    The scml file is not enough for us to troubleshoot. If you'd like, zip up the entire Spriter project (the folder with your scml and all the images it uses) and email it to mike@brashmonkey.com and I'll take a look.
  13. Like
    Mike at BrashMonkey got a reaction from Angelofame in So it's been four months....   
    Don't worry at all. We're thrilled that you're excited about it and incredibly humbled by and appreciative of the incredible patience and support the Spriter community have shown us. We promise we're doing everything we possibly can to make Spriter 2 special ,and worth the very....very...long wait.
    There will be an update with more info soon.
     
  14. Like
    Mike at BrashMonkey reacted to bwwd in update by Spriter 2   
    I hope You guys will enable having more than 9 segments with sub verts for skins ,now skins can be divided to maximum of 3x3 grid which is sufficient for most of the stuff but even 4x4 one would help a lot in more complicated cases , extruding skin into full verts doesnt have that nice subdivided bent, spriter is the only software that has this and its speeding up workflow A LOT cause we dont have to create each vert ourselves like in other software with meshes to get smooth results when bending meshes with bones.
    Also opacity for skins would be great.
    One more thing that would be useful is also NULL curve for keyframe, where it just passes by while keeping curve from previous keyframe soe we could have 3 keyframes - 1st and 3rd with "s" curve and 2nd with NULL curve to not disrupt smooth movement between 1st and 3rd but still trying to affect the shape of skin.Currently i do this by breaking S curve in half, 1st frame has first half, 2nd frame has linear and 3rd one has second half of s curve but that doesnt look 100% perfectly smooth, you stil feel that linear in the middle a bit.
  15. Like
    Mike at BrashMonkey reacted to l34765sgh in Spriter Requests   
    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.
  16. Like
    Mike at BrashMonkey reacted to Dn0 in Please support Godot Engine (It's fastest growing game engine on Github)   
    Godot is free open-source game engine. It's in active development with 17-thousand stars.
    Why is there no Spriter addon for Godot :( ?
    Juan (lead dev of Godot) is working on Sprite deformation tool in Godot 3.1 alpha, perhaps Spriter can use this to enhance the possible future Spriter Addon for Godot?
  17. Like
    Mike at BrashMonkey reacted to shadowslair in Can i create a 2D animated character from a 3D character using spriter   
    Sorry, unfortunately there isn`t an easy way to do it I can think of.
  18. Like
    Mike at BrashMonkey reacted to shadowslair in Can i create a 2D animated character from a 3D character using spriter   
    Hi, Henry. You can edit your 3d model to be modular in your 3d editing program, so you can render separate parts easier into sprites that Spriter can use as parts. You can also just render your 3d model as-is, then use Photoshop or other program to cut it in parts and import into Spriter. You may need to draw some areas, where your parts were overlapping.  It really depends on what your character looks like now, what kind of animation it uses and the final result you`re looking for. You can even render your animated 3d model from your 3d modelling program to frames, then use them as guides in spriter. If you do so, this video may help you:
     
  19. Sad
    Mike at BrashMonkey got a reaction from Solomonmova in Import from Krita with same x,y coordinates   
    Quite some time ago we had commissioned an official Krita developer to add Sprite export directly to Krita but unfortunately, until we can re-address it with them, it was left buggy and unfinished. I'll bring it back up with them after I wrap up several pressing matters.
    Until then unfortunately, you might have to do it manually. Sorry for the inconvenience.
  20. Sad
    Mike at BrashMonkey got a reaction from Solomonmova in Construct 3 failed to open Construct 2 project   
    There's a new updte for the C3 Spriter plug-in. Please see if this helps:
     
  21. Thanks
    Mike at BrashMonkey got a reaction from Solomonmova in Construct 3 failed to open Construct 2 project   
    Here is the reply from Edgar in another thread that I gleaned this information from earlier:

    " As Mike said I'm still working on Spriter 2 stuff at the moment, but I was able to take a look at this issue, finally.
    I filed a bug as per Ashley 's suggestion, and it should be simple to update the plugin once the SDK supports animations.
    I made an attempt to circumvent the issue using images instead of animations under the hood, and it doesn't seem like there'll be an easy way to do it without breaking projects and redoing a lot of work on the plugin.
    Thanks for your patience again everyone. "

    Here is the thread it came from: https://brashmonkey.com/forum/index.php?/topic/5086-using-spriter-animation-in-construct-3/&tab=comments#comment-25185
     
  22. Sad
    Mike at BrashMonkey got a reaction from AlbertMen in Construct 3 failed to open Construct 2 project   
    I think until the Construct3 SDK is updated to allow us to finish the port of the Spriter plugin to C3, there's nothing we can do about that. A request has been sent recently to Ashley at Scirra, so hopefully it won't be a very longf wait. 
    Until then It might be best to continue to use C2 for any on-going project that already uses Spriter for now.
    Sorry for the inconvenience.
     
  23. Haha
    Mike at BrashMonkey got a reaction from AlbertMen in scon vs scml ???   
    scml is actually XML
    Scon is Json
    How old was the project? It could have been so old that Spriter updated its data format since then (I think that was several years ago)
    Regarding Spriter on Mac, I assume that's because we didn't bother "registering" Spriter with Apple so it's not granted  such niceties as programs that jump through the hoops to register with Apple. But that's just a guess.  Hopefully you can drag an scml or scon onto the Spriter icon and that will work.
  24. Thanks
    Mike at BrashMonkey got a reaction from AlbertMen in TroubleShooting (look here if you are having an issue with Spriter!)   
    Please try downloading the free non-Steam version of Spriter from here and install it and tell me if it runs for you: https://brashmonkey.com/download_spriter/
  25. Thanks
    Mike at BrashMonkey got a reaction from AlbertMen in TroubleShooting (look here if you are having an issue with Spriter!)   
    I recommend you zip up your Spriter project and send it to mail@brashmonkey.com so we can take a look at it. Ideally, a screen recording showing the initial key-frame before it gets "corrupted", then you making changes to a later key-frame, and then the resulting change to the initial key-frame.

    Is there a key frame for the things that are getting changed in the first place (there usually is) or are they missing? Do you know how to expand the timeline window to expose the key frames for each specific object?
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