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New Spriter 2 Alpha build with Image Swapping


lucid

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Thank you for your patience everyone.  I'm fully settled into the new place, and all the issues that were preventing me from working have been resolved.  Releases should be roughly every two weeks again, beginning now.

It may take more than one release per item, but here are the remaining features that will be implemented before the beta.  From there it will just be bug fixes, working on initial implementations, and making small quality of life changes until 1.0.

  1. Image swapping
  2. Linking deformers
  3. Hierarchical deformation
  4. Sub-Entities
  5. Miscellaneous workflow and UX enhancements (smaller, simpler features that will be quick to implement)
     

0.6.0.0

 

Change Log

Additions

  • Added the ability to add additional images to a texture set and swap between them:
    While in rigging mode, right-click a mesh, and select add image to set, and click and drag an image as usual from the file palette. When you confirm the position of the new image, it disappears. You can now right click on your mesh, and mouse over select image to choose between all the meshes in the set. Each textures's relative position, angle, and flip (more on this below), is retained, and you can edit this by choosing the image you want to edit, right-clicking the mesh, and choosing reposition mesh. While in rigging mode, you can also re-order images by dragging and dropping them in image picking dialog.
  • Added the ability to flip meshes horizontally and vertically:
    When editing mesh position (either before confirming for the first time, or by right clicking the mesh and choosing reposition mesh), you can right click the mesh, and mouseover one of the flip icons to flip the mesh. This menu won't disappear until you click away from the menu or confirm your mesh, so you can toggle both axises freely without having to right-click again. Clicking an a flip icon while already hovering it will toggle the flip again. The image will also be displayed flipped (or not) in the image picking dialogue.

 

Smaller additions, Changes, and Enhancements

  • Added the right click options from Animation Mode to Rigging Preview Mode, so you can now edit colors, opacity, z-order, and swap images while previewing your rig.
  • Added a small indicator on parent strokes when editing child strokes and child bones, to show where along the stroke the child object is attached.
  • Added an icon to confirm mesh when editing the position of meshes. Alternatively, you can still just double-click to confirm a mesh as well.
  • Cleaned up right-click menu for meshes in rigging mode, completely hiding options that aren't available depending on whether you are currently editing a meshes position instead of dimming them.
  • Color dialogue now appears offset from the mouse for easy reach while not obstructing the spot where a mesh was clicked to bring up the dialogue.

 

Bug Fixes

  • Fixed a bug where attempting to add a stroke with a child mesh to another stroke would fail and leave the program in an unstable state.
  • Fixed a bug where children of strokes would still reevaluate their relative positions when moved outside of rigging mode resulting in incorrect behavior and shifting movement on other keyframes.
  • Fixed a bug where redrawing a stroke in Rigging Mode would alter the position of child strokes and bones.
  • Fixed a bug where adding a child stroke that had a mesh child of its own would distort the child mesh.
  • Fixed multiple related bugs dealing with nested stroke hierarchies shifting unpredictably when parents or children were altered.
  • Fixed a bug where the "drives" shortcut was not working in the file dialog, making it impossible to switch to other drives.
  • Fixed bug where projects with ligament rigs would load improperly.
  • Fixed bug where it took multiple undos to undo the creation of a stroke.
  • Fix a bug where after the creation of a stroke, it wouldn't be visible until an attempt to redraw the stroke.
  • Fixed a bug where you couldn't add a second non-deformable mesh to the same bone.

 

Known Issues

  • Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state
  • Undo and Redo don't always function correctly with the new features
  • Changes to z-order in rigging mode not reflected in animation
  • Occasional visual glitches while editing animations
  • Save and Load not working reliably in all situations
  • Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now.
  • When changing curvature of a ligament with real-time preview in Rig Preview Mode, display temporarily changes to whatever image is set as default in the rig

 

 

 

 

 

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