Isaiah Sherman Posted October 28, 2013 Report Share Posted October 28, 2013 I am creating a frame-by-frame animation and I was expecting a 30 frame animation to take 1 second with the playback, however that does not seem the case. How is Spriter's timeline playback rate managed? Is there a way for me to set it to 30 frames per second? Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted October 30, 2013 Report Share Posted October 30, 2013 Hi Isaiah Sherman, Spriter's timeline is based on time, not any specific FPS, because you might make animations with Srptier meant to be played back on a variety of platforms, all capable of reaching different frame rates. Animating based on real time and not a specific FPS insures the animations will keep the same timing no matter how powerful the system is that's replaying the animations. Therefore, in Spriter if you want to make the animation last 1 second, then that's the default, make your last frame at the end of the time line and your first frame at the start of the time line. That said, we understand many people are used to creating animations based on specific FPS or bight have a very specific FPS required for the final game... for these reasons we'll be adding an FPS mode to the time-line with will enforce any FPS you set it to and adjust the timeline "notches" accordingly. We can't guarantee how soon this feature will be added though, as it is necessarily a lower priority than the specific features remaining for the release of version 1.0. cheers, Mike at BrashMonkey Quote Link to comment Share on other sites More sharing options...
Isaiah Sherman Posted October 31, 2013 Author Report Share Posted October 31, 2013 Your description of its functionality seems rather useful, particularly implementation on various platforms and maintaining the animation speed. Now that I know that Spriter runs at "1000 frames per second," I can figure the rest out. Thanks! Quote Link to comment Share on other sites More sharing options...
TheDanaAddams Posted October 31, 2013 Report Share Posted October 31, 2013 The easiest way to do this is to set your time range to the framerate you wish to animate multiplied by the length of your animation in seconds. (A 1 second animation at 30fps would be a range of 30. 1.5 seconds, range of 45, etc.) This way you can set things up as you're used to - then, when finished, you can set the range back to the length of your animation in seconds multiplied by 1000. (1 second animation = range 1000, 1.5 second = 1500, etc.) Ticking the scale keys box will space them out properly, and in a sense, convert it from 30fps to 1000fps. =) Hope that helps! Quote Link to comment Share on other sites More sharing options...
needyourdisease Posted November 2, 2013 Report Share Posted November 2, 2013 I'll have to give your technique a try, @TheDanaAddams . I was really hoping to use Spriter for cut scenes and close up character conversations like you see in Dust: and Elysian Tale. If I can figure out the frame rate, than I can create mouth shapes that sync to a piece of audio. -Ben Quote Link to comment Share on other sites More sharing options...
tombmonkey Posted November 3, 2013 Report Share Posted November 3, 2013 I'll have to give your technique a try, @TheDanaAddams . I was really hoping to use Spriter for cut scenes and close up character conversations like you see in Dust: and Elysian Tale. If I can figure out the frame rate, than I can create mouth shapes that sync to a piece of audio.-Ben They will add sound sampling in B6, so you can set up the cutscenes in spriter using the sound. Quote Link to comment Share on other sites More sharing options...
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