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  1. The first character was for a project that I've put on hold. It's the first animation I had made Spriter. It took me around six hours which is a really long time. This had nothing to do with Spriter, but just my lack of experience at the time. I've managed to improve my speed since then by doing some fanart, but it could be due to the bad habits I have with over tweaking values. Even though the final animation doesn't always turn out how I liked. I know how to use IK, but I find myself setting each bone individually a lot. I'm also really glad you can tweak values by scrolling over the object properties. It makes it so simple to do small adjustments. I'll be putting the images for this post in spoilers to make the post a little easier to navigate if more are added. My Art This is art I've made so far. Mushroom Dash - (project discontinued) Fanart Everything below is fanart for different indie games. I wanted to get better at animation and art, so I figured some fanart would help since I'm not used to using a graphics tablet or animating. I don't own any of the characters below this point, and a link to the games will be posted above each spoiler where you can play them and find more information about the developers. Ultra Hat Dimension - http://eniko.itch.io/uhd Birdsong - http://managore.itch.io/birdsong ChickenSword - http://chickensword.com/ Advice I'm still new to things, but this information might help others who are also learning about skeletal animation. Joints ----To ensure properly aligned rotation on elbows and knees, make sure you make a perfect circle where the limb segments end. This is very noticeable on characters with outlines. The Birdsong fanart for example, there would be no need for this since the character is flat shaded. ----Most limbs have to be flat shaded to look correct, with no difference in color or shade. It there's enough room to allow it, you can use transparency on joint image that lies above the other to allow the shading to blend smoothly. Animation ​ ----If you want to do walk cycles, check out this awesome tutorial by Ptoing. It was posted on WayofthePixel a few years ago, but he recently shared a link to his dropbox because twitter managed to mangle the gif pretty bad when I tried to show someone. https://dl.dropboxusercontent.com/u/15588722/12framerunproper.gif ----Enable snapping. This will prevent unnecessary keyframes from being created and allow you to easily remember key points in the animation. I hated moving keyframes before I did this, and this makes it simple to adjust their timing. Other With the new API that's coming up, and the mesh deformation that's in development, I have a feeling animations are going to become easier to manage, since each limb segment won't have to be chopped up. And being able to use squash and stretch will make things even more fluid. Is there any estimate of how long after the API is done before we can use deformation in beta? Even if I couldn't save the deformation it would be awesome to test it out. :D EDIT: I saw a screenshot with something called skin mode in the suggestions thread, so I'll look into that to see if that's the deformation features. EDIT2: I found it, but it seems the image goes completely invisible when I double click it to change the points. Changing the image, or even after saving and loading it remains invisible. It seems I'll have to wait... Thanks for making Spriter, it's very easy to get the hang of it since there's really no learning curve.
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