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  1. I managed to get it working previously and did and animation with the the regular setting. Made a sprite recently and for some reason it slows down when I try to manipulate it in skins. I tried making a small one with just one piece and it seemed like it worked. I assuming my comp specs should be good enough to handle. This is my comp build. https://pcpartpicker.com/user/Nerilla/saved/9tbjZL The sprite is about 14 pieces. Size around 1200x800. Last thing I did was give it take the same size.
  2. Pre ordered spriter 2, paid with PayPal Payment went through and all but never received a email with a Serial key and I cant find any way to check "purchases" on the forum here. I only created an account here today.
  3. Hey guys, I've played around with Spriter on and off for a few years but never really done much with it, but recently I decided to try and throw something together to get an animation loaded and playing in pixi.js. After weeks of playing around and a bunch of googling, I have... something... but I'm not 100% sure what's wrong with my implementation here. Any pointers in the right direction would be great! Everything seems offset by 180 degrees, not entirely sure why though. Arms and legs appear to be positioned on the opposite sides. Hands and feet are attached to the wrong appendages. Interpolating between the first and second keyframes causes all object to scale and rotate in a bizarre (but consistent) manner, all other frames play as expected given the above issues. Given the last point, I'm making a major assumption my my interpolation methods are all working fine and this is just a display-specific set of issues (I get the same even if I just return the state of the first keyframe never update the animation state). From my searches and some experimentation I've made a few other assumptions: All bones excluding the first bone in the bone_refs array have their parent's transform values applied to them. All object_refs have the parent bone transform values applied. All Sprites have the same physical parent (flattened scene graph). I've used the SpriterDotNet repo too to try and help me solve some problems but I'm not sure it will help solve the problems I currently face. I also tried playing around with the existing spriter.js and spriter.ts implementations but I couldn't even get the demo loading and running; looking at the demo source there's also a hell of a lot of set up and not even sure how much of it is even necessary to get something working. Here's my function that applies the parent bone state to the children (bones, objects): private applyParentProps(child: IBoneState | ISpriteState, parent: IBoneState): void { const x = child.x * parent.scale_x; const y = child.y * parent.scale_y; const parentAngle = fromDegrees(parent.angle); const sin = Math.sin(parentAngle); const cos = Math.cos(parentAngle); child.x = ((x * cos) - (y * sin)) + parent.x; child.y = ((x * sin) - (y * cos)) + parent.y; child.scale_x *= parent.scale_x; child.scale_y *= parent.scale_y; if (child.angle != null) { child.angle = Math.sign(parent.scale_x * parent.scale_y) * (child.angle + parent.angle) % 360; } } This just manipulates the data structure for the child. For the objects (Sprites), I use this method to handle applying that data structure: private applyState(component: Component, state: ISpriteState): void { // `this._bones` is just the array of bone data interpolated for the current time. // `state` is the object data interpolated for the current frame. this.applyParentProps(state, this._bones[state.parent]); component.position.set(state.x, state.y); component.scale.set(state.scale_x, state.scale_y); if (state.z_index != null) { component.zIndex = state.z_index; } if (state.angle != null) { component.rotation = fromDegrees(state.angle); } // Update the texture. if (state.file != null && state.folder != null) { const fileData = SpriterCache.getFile(state.folder, state.file); if (component.name !== fileData.name) { component.name = fileData.name; component.texture = TextureCache[fileData.name]; component.width = fileData.width; component.height = fileData.height; component.pivot.set( fileData.pivot_x * fileData.width, fileData.pivot_y * fileData.height ); } } } Am I missing something super obvious? Am I being dumb here? Thanks in advance
  4. Not sure if this has been asked before but is there a way to key in the exact value for the guide lines instead of dragging from the rulers? Like for example, in photoshop, one can create a new guide and key in values. Is it possible to lock them as well so you don't accidentally shift them?
  5. Hi there! I've been playing a little bit with spriter pro now and i was wondering: What is the best practise for animating a character? I've created a rough, basic humanoid shape with all the limbs separated like in every video tutorial i've seen so far. The joints are also overlapping a little bit. Here is the combined humanoid: https://1drv.ms/u/s!ArYlbQR8de6_n1385AdTtQpLVFsU?e=zCarU3 In Spriter: I edited the joints of every part, put it together on the canvas, added a bone for every skin and assigned each bone to the respective skin. So what do i do now, to get a smooth animation and to make it look homogeneous? I realize that this is where the animator-know how starts, but my question has a reason. Basically i would say i need to adjust the bones and the skins for every keyframe. more keyframes also means smoother animations, right? So what i need to do is rotating bones, deforming bones and skins and work towards a natural looking animation, right? I feel like i am missing something fundamental. Is there a special way to prepare your skins/sprites before putting it in Spriter? Do the joints/overlapping bits need to be round, or have a certain length to make the process easier? This stuff is new to me and apparently i am already having a hard time finding the ressources i need to learn the animation process for this kind of program. i've read the manual of spriter but that doesn't tell me how to create/adjust my workflow. EDIT: is it smarter to use 2 bones for one limb (like the leg or the arm) instead of cutting the limb in 2 pieces (eg. lower arm and upper arm)? To be precise i look for a solit method to animate the char without people noticing it consists of several pieces. Maybe that's a better way to explain it?
  6. Gdevelop can use JavaScript code events. So, surely theres a way to bring Spriter to life in Gdevelop? If so please post how to.
  7. hi there . in spriter i changed the child of bones in middle of my animation and its worked very well but when i imported it to unity its broke down please see this video : http://s9.picofile.com/d/8318051492/e0db2048-f2fa-46d9-8c0a-80721edf4627/Record_2018_01_30_09_28_47_560.mp4
  8. Hey tried looking and didnt find anny answer's so im just gonna ask here. Spriter2Unity program is it only compatible with Unity 5.x or is it compatible with Unity2017.X versions also ?
  9. Hello guys. I have senn the "how to copy and paste entire frames" tutorial, but what about if i want to paste multiple keyframes? trying to select all the keyframes, then copy with ctr+shift+ c and then crtl+v doesn't paste all the keyframes. is it possible to do this?
  10. Hi, I'm having a hard time with spriter that have quite a few bugs. And not the simplest ones. As I already know spriter doesn't export large canvas spritesheet. So i'm doing on -1100 -1100 1100 300 square size where all animations goes, for future unity export. However, recently I experienced rather an annoying bug that doesn't export the full animation on 24fps. I tried everything, smaller canvas size, keyframes only, moved the keyframes in the timeline. well nothing works, the last animation doesnt load into my spritesheet, anyone know how to get around this one ? thank you
  11. Hello everyone! I was trying to find how many seconds in one spriter's frame, but i failed. Does enyone knows how many ms in one frame? Thanks everyone for your replies!
  12. I am reporting this in help because I don't know if it is a bug in fact but it seems and feels like one. I sincereley hope not because I would rather not lose 8 hours of work. I am making an animation for Don't Starve Together that is 30 keyframes set to play over 16000ms on a loop. I am using the Spriter version that comes as part of their modding tools. It is a fountain. here it is as a crude gif / wip / concept form (ignore the aliasing on the gif please it looks much better in game and Spriter): So my issue is when I load the animation into my local mod to test it plays but each frame prior to the next remains on screen as a sort of artifact? I don't know how else to describe it, they wind up accumulating and layering and that's not at all the intended behavior. I wind up with a jumbled mess of water layered on top of each other in the fountain element and the basin. I don't know if this is a bug or user error but I pray to god its user error. I can supply the animation via zip if needed, and I will happily answer questions. Please help!
  13. I looked for documentation on how to accomplish an install on Ubuntu 16.04 but couldn't find any, not even for Ubuntu 14, can somebody point me in the right direction?
  14. Hello people I recently gained ctf2.5 and spriter pro in the Humble Bundle. My problem, which I'm sure many tech rookies will face, is how to gain control over the functionality of the spriter extension. The tutorial and extension was made by conceptgame and is a little low quality for a tool with such potential . I created a few animations and characters in spriter pro but when I follow the youtube guide, it either crashes, or the project comes out a jumbled mess. I have no idea how one would fix this issue due to my inexperience with programming. I hope someone can help. I put a lot of time into my animations and I feel it was all for naught. Thank you in advance. I love what you can do in both programs and can't wait to utilize both together.
  15. Hello everyone: I am currently trying to find the file documentation for the spriter format for SCML, and was wondering if it is anywhere and i am missing it. If so does anyone know where abouts and can provide a link. What am i using it for? I am currently working on a 2d game engine and am too stubborn to use other peoples code and like doing as much as i can myself, that and the way i have implemented animations and other elements won't work as well with pre-existing implementations, If there is no offcial documentation for it does anyone have the time to do a breakdown of everything so i am not to miss something? Many thanks jordy
  16. Hey everybody, I'm complete noob to Spriter and today I ran into a first problem. I pop up help box to search some help (naturally ^^). Then, I wanted to move help box to side. Instead, it was resized and placed into the editor. That was not what I intended to do. I pop out the help box and now it's size is stuck. My question is: how I can resize help box? I tried to grab each of the sides and drag but no dice. Only part can I can move is that centre line which divides index and content of help file. If I close and reopen help box, size will stay the same. I know that solution will be so simple but somehow I can't figure it out :/ I'm running Spriter Pro release 10 under Mac OS X 10.9.5. -M-
  17. Black boxes keep appearing in the animation area ins tead of my png files, i was wondering if this has to do with some limitation I don't know about or if its a bug, i have the pro version.
  18. I am not sure whether or not there is a tutorial out there that can help me, but after some time searching online, I decided to ask for help from the forums. Basically, my bones do not act like I expect them to do. That is one case. In that instance, I wanted to scale down one of the bones and bring the child bones in a certain position. While that does happen, in between it does that unnecessary stretching before reaching it's final position. In another instance, I had IK locked a bone and tried to do an animation. Instead of staying relatively still, the bone got displaced considerably, only to do a loop and end up in the original position it had at the beginning of the animation. It happens all the time. Am I missing something? I tried looking up of any answers, but I didn't come up with much. Thank you for your time.
  19. Hi all! I've finally started using Spriter after owning it for over a year! I've watched most of the tutorial videos and they are wonderful. But I'm still a bit stuck. I want to be able to make sprite sheets (3 Horizontal x 4 Vertical) but instead of whole characters (which I can do no problem) I want to export sheets with a single "item" on them. Like just the leg coverings or just the chest covering ect. My engine lets me create characters out of "parts", so when you equip a new clothing item the item can change on your character if you have a sprite sheet for it. I've attached an example (from a different sprite sheet maker). I assume this can be done by some kind of custom character map? Any advice is greatly appreciated! (P.S. I did search around and try working it out before posting)
  20. How do I replace image from the all of the animations in an entity? It will be easier doing it that way since I have these similar images present in each of my animation. Thanks in advance
  21. When I found this program, I was like, "whoa, how can this be so simple yet still damn good?" Only thing that I cannot figure out how to get sound. I have .wav files (shortest being two seconds long). Spriter shos them in my pallette, but then... nothing. Tutorial says that they should start playing when I click them, but they don't. When I try to drag a sound file to the timeline or the canvas, nothing happens. Cursor shows that little red "you can't drop it here" -sign. What am I doing wrong? I'm pretty sure it's just some rookie mistake, but I can't figure it out.
  22. Hi I have literally just started using spriter and getting along fine enough its a little powerful piece of software, But.... I am having alot of trouble with the navigation inside the software, I use Spriter with a mac book pro and then zoom controls with the track pad are just crazy, I try to zoom in or out and then it just keeps zooming out until my image is tiny or incredible huge then the software becomes slow for a second and then responsive again, Very fiddly The Zoom shortcuts do not work, also the navigation in Z list, Palette and Hierarchy do not work very well Does anyone else experience these issues? Particularly mac book users? I also have a tablet monitor I work on with photoshop could it be the drivers some how? although I am yet to try Spriter on the tablet monitor Please help I need a fast work flow fast and this zoom control is turning into an annoyance thanks
  23. I must admit that I have some difficulty understanding the part that is attached to the bone on one of the images. If there in French that have understood if you like me help. Je dois avouer que j'ai un peu de mal à comprendre la partie qui consiste à fixé les bone sur une des images. Si il y à des français qui ont compris s'il vous plais help.
  24. So I've exported quite a couple of things recently on Spriter. I've used batch export a couple of times. Spriter always adjusts the values of time interval, framerate and frames whenever I change one of those values, right? Well, it used to. Now it just stopped. Same exact project. Except now I try to change the framerates and time intervals and it won't adjust any values. And I have no idea which values I want since I'm not used to making those calculations. How on earth can I make Spriter automatically decide these values for me? Edit: It's worse than I thought. The exporting is bugged. Even if I put reasonable values on these parameters it's exporting PNG images with 0 bytes and no images actually in them... Jesus. Second Edit: Seems like the problem is only to do with Batch Export and perhaps the "set animation intervals on export" option as well. I've tried deactivating and activating this and it's still bugged as a batch export Please help
  25. So here's my problem. I have this model with two animations. I'm exporting these animations via the built-in spritesheet creator. It works well with the exception of a big issue. The walk animation has the character always in the same centered position in the entirety of the walk. The blast animation however, has the character changing positions and so the body becomes off-center. Take the position of the head on the Blast animation. It's slightly to the left of the center compared to the Walk animation. This is very problematic for the type of work I'll be doing. Basically what I need is for the center of the body to ALWAYS be in the same position, regardless of what the body is doing. I've centered the character in the same position for both animations inside Spriter, but the program totally ignores that and changes the "center" of the character in the Blast animation. I've tried to solve this problem with the Texture Packer program, but it doesn't solve it because Spriter still exports the frames with a change in body position. How can I solve this issue? If it's solvable at all. Thanks in advance.
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