Search the Community
Showing results for tags 'Hierarchy'.
-
I've been working for the past 3 or so weeks on getting a new SpriteKit implementation of Spriter working. I found that the old repo's floating around were partial at best, and didn't really seem to work. At this point I've got it working very nicely, except for one thing that I've found in one of the test Spriter projects I have access to. What I'm seeing is that in this one project, the 3rd frame has a single extra bone added. It does nothing and has no children. Spriter loads it fine and it doesn't affect anything within Spriter. This image shows the diffs between the original file (on the right) and a version of the file without the extra bone. In my framework though, the problem I have is that on the one frame that contains the extra bone, every bone after that is renumbered. My understanding was that the bone-ids would not change. So my objects, that get created for the first frame have references off to their parent bones, and because this is all happening within SpriteKit, the objects are real children of the bones, creating a true hierarchy like that seen in Spriter itself. When the frame with the extra bone is reached, that extra bone takes on the ID of one of the other bones and as a result, the bone that originally had that ID ends up with the bone properties of the new mystery bone. And then, every other bone gets the wrong properties because they too have essentially been renumbered. I thought that perhaps I could instead use the timelineID to identify the bones as these remain consistent, but there is no obvious way for an object to identify it's bone via a timelineID. Am I overthinking this?
-
- implementation
- bone
-
(and 2 more)
Tagged with:
-
Hello, I put a new element in my animation and want to bind it to the bone on every keyframe but it doesn't work. Here is my example video https://www.youtube.com/watch?v=YatSAA5Mhqk&feature=youtu.be
-
I know bones are created as a child, if I have a bone selected when creating the new one. I have also figured out that I can adjust the relationships by changing position in the Hierarchy panel. But is there a key/mouse combination to do this directly on stage? i.e. something like selecting one bone, then another while holding a modifier?
-
Hello all, I've been animating in Spriter Pro and so far its gone really well. However, I've come across a part of my animation process that seems inefficient, and I'm wondering If I can have some help with that. The way I'm working, I basically do the following: Create first frame. Create set of frames till the end, concentrating on one aspect of animation (example, in a run animation I focus on the legs first to get them right, then the clothing around the legs, and so on) Continue until the full animation is complete, then make adjustments. The problem with this is as follows If I introduce a new object into the first frame, adjust it for Z-order and Hierarchy, and then try to copy/paste it to all keyframes, it sometimes readjusts its Z-Order every keyframe, so I still have to adjust it every keyframe in the z order before I do anything. This has always given me issues so far for copies of objects and new objects. If I made a mistake in Hierarchy and need to adjust that throughout, the Hierarchy cannot be adjusted in every keyframe through the copy/paste to all method. As such, I'm not sure what to do here to speed up the process (I really do not want to re-adjust the Hierarchy and subsequently re-adjust the item I moved in the Hierarchy every keyframe) If I could learn a faster way to deal with this problem I'd appreciate it!