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B6.1 Bug Thread


lucid

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Hey Edgar, loving Spriter but I'm having some issues with it working properly with C2. I made a video of the problem so you can see it happening. I hope you can help out as I cant get any animations to work with C2. Thanks a lot for your time.

The 2 errors that pop up in the video are the following (sorry my ipad air camera was not good at capturing the text I typed it in below)

Javascript error!

Uncaught TypeError: Cannot read property 'length' of null http:192.168.0.13:50000/Spriter_plugin.js, line 1240(col 14)

This is either a bug in Construct 2 or a problem in a third part pluging or behavior - please report it to the developer

Error loading SCML

Failed to open file

In C:\User\ron\Desktop\game animations\william animation\testingwilliam.scml

The File may be invalid. Try Checking the project opens in Spriter

Here is the video

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Crashed on startup!

Process: Spriter [10724]

Path: /Volumes/Spare/Spriter.app/Contents/MacOS/Spriter

Identifier: com.yourcompany.Spriter

Version: ??? (???)

Code Type: X86-64 (Native)

Parent Process: launchd [126]

Date/Time: 2013-12-22 13:50:19.612 -0800

OS Version: Mac OS X 10.6.8 (10K549)

Report Version: 6

Interval Since Last Report: 380957 sec

Crashes Since Last Report: 10

Per-App Interval Since Last Report: 183272 sec

Per-App Crashes Since Last Report: 8

Anonymous UUID: 4355CF55-CDDF-4D14-A380-5076C58F7C44

Exception Type: EXC_BREAKPOINT (SIGTRAP)

Exception Codes: 0x0000000000000002, 0x0000000000000000

Crashed Thread: 0

Dyld Error Message:

Symbol not found: _kCFWebServicesProviderDefaultDisplayNameKey

Referenced from: /Volumes/Spare/Spriter.app/Contents/MacOS/../Frameworks/QtWebKit.framework/Versions/4/QtWebKit

Expected in: /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation

Binary Images:

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0x7fff88e34000 - 0x7fff88e4dfff com.apple.CFOpenDirectory 10.6 (10.6) /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory

0x7fff88e4e000 - 0x7fff88e52ff7 libmathCommon.A.dylib 315.0.0 (compatibility 1.0.0) <95718673-FEEE-B6ED-B127-BCDBDB60D4E5> /usr/lib/system/libmathCommon.A.dylib

0x7fff88e87000 - 0x7fff88f49fe7 libFontParser.dylib ??? (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib

0x7fff88f4a000 - 0x7fff88feafff com.apple.LaunchServices 362.3 (362.3) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices

0x7fff890d2000 - 0x7fff8911aff7 libvDSP.dylib 268.0.1 (compatibility 1.0.0) <170DE04F-89AB-E295-0880-D69CAFBD7979> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib

0x7fff8927c000 - 0x7fff89281fff libGFXShared.dylib ??? (???) <6BBC351E-40B3-F4EB-2F35-05BDE52AF87E> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib

0x7fff89282000 - 0x7fff893f2fff com.apple.QTKit 7.7 (1800) <10F1DA07-ED26-C103-EE0A-515898C1DB19> /System/Library/Frameworks/QTKit.framework/Versions/A/QTKit

0x7fff893f3000 - 0x7fff898f9ff7 com.apple.VideoToolbox 0.484.60 (484.60) /System/Library/PrivateFrameworks/VideoToolbox.framework/Versions/A/VideoToolbox

0x7fff89958000 - 0x7fff8996efef libbsm.0.dylib ??? (???) <42D3023A-A1F7-4121-6417-FCC6B51B3E90> /usr/lib/libbsm.0.dylib

0x7fff8996f000 - 0x7fff899b0fef com.apple.CoreMedia 0.484.60 (484.60) <6B73A514-C4D5-8DC7-982C-4E4F0231ED77> /System/Library/PrivateFrameworks/CoreMedia.framework/Versions/A/CoreMedia

0x7fff899b8000 - 0x7fff899fdfff com.apple.CoreMediaIOServices 140.0 (1496) /System/Library/PrivateFrameworks/CoreMediaIOServices.framework/Versions/A/CoreMediaIOServices

0x7fff899fe000 - 0x7fff89a15fff com.apple.ImageCapture 6.1 (6.1) <79AB2131-2A6C-F351-38A9-ED58B25534FD> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture

0x7fff89a1d000 - 0x7fff89a1dff7 com.apple.CoreServices 44 (44) /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices

0x7fff89eb6000 - 0x7fff89edefff com.apple.DictionaryServices 1.1.2 (1.1.2) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices

0x7fff89f14000 - 0x7fff89f22ff7 libkxld.dylib ??? (???) <8145A534-95CC-9F3C-B78B-AC9898F38C6F> /usr/lib/system/libkxld.dylib

0x7fff89f23000 - 0x7fff89f94ff7 com.apple.AppleVAFramework 4.10.27 (4.10.27) <6CDBA3F5-6C7C-A069-4716-2B6C3AD5001F> /System/Library/PrivateFrameworks/AppleVA.framework/Versions/A/AppleVA

0x7fff8a061000 - 0x7fff8a061ff7 com.apple.Accelerate 1.6 (Accelerate 1.6) <2BB7D669-4B40-6A52-ADBD-DA4DB3BC0B1B> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate

0x7fff8a0f0000 - 0x7fff8a206ff7 libxml2.2.dylib 10.3.0 (compatibility 10.0.0) <3814FCF9-92B9-A6AB-E76A-F7021894AA3F> /usr/lib/libxml2.2.dylib

0x7fff8a207000 - 0x7fff8a2bdff7 libobjc.A.dylib 227.0.0 (compatibility 1.0.0) <03140531-3B2D-1EBA-DA7F-E12CC8F63969> /usr/lib/libobjc.A.dylib

0x7fff8a2be000 - 0x7fff8a36efff edu.mit.Kerberos 6.5.11 (6.5.11) <085D80F5-C9DC-E252-C21B-03295E660C91> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos

0x7fff8a587000 - 0x7fff8a5dcff7 com.apple.framework.familycontrols 2.0.2 (2020) /System/Library/PrivateFrameworks/FamilyControls.framework/Versions/A/FamilyControls

0x7fffffe00000 - 0x7fffffe01fff libSystem.B.dylib ??? (???) <9AB4F1D1-89DC-0E8A-DC8E-A4FE4D69DB69> /usr/lib/libSystem.B.dylib

Model: MacPro3,1, BootROM MP31.006C.B05, 4 processors, Quad-Core Intel Xeon, 2.8 GHz, 6 GB, SMC 1.25f4

Graphics: ATI Radeon HD 2600 XT, ATI Radeon HD 2600, PCIe, 256 MB

Memory Module: global_name

Bluetooth: Version 2.4.5f3, 2 service, 19 devices, 1 incoming serial ports

Network Service: Ethernet 1, Ethernet, en0

Network Service: LeapPad Explorer, Ethernet, en3

PCI Card: ATI Radeon HD 2600, sppci_displaycontroller, Slot-1

Serial ATA Device: Hitachi HDS721010KLA330, 931.51 GB

Serial ATA Device: ST3320820AS_P, 298.09 GB

Parallel ATA Device: PIONEER DVD-RW DVR-112D

USB Device: Hub, 0x05ac (Apple Inc.), 0x911b, 0xfd500000 / 5

USB Device: USB 2.0 Hub [MTT], 0x1a40 (TERMINUS TECHNOLOGY INC.), 0x0201, 0xfd530000 / 12

USB Device: Logitech Camera, 0x046d (Logitech Inc.), 0x09a6, 0xfd532000 / 15

USB Device: USB 2.0 Hub, 0x1a40 (TERMINUS TECHNOLOGY INC.), 0x0101, 0xfd537000 / 14

USB Device: iP4200, 0x04a9 (Canon Inc.), 0x10a2, 0xfd531000 / 13

USB Device: Keyboard Hub, 0x05ac (Apple Inc.), 0x1006, 0xfd510000 / 11

USB Device: Apple Keyboard, 0x05ac (Apple Inc.), 0x0220, 0xfd512000 / 16

USB Device: Apple Cinema Display, 0x05ac (Apple Inc.), 0x921b, 0xfd520000 / 10

USB Device: Hub, 0x0409 (NEC Corporation), 0x005a, 0xfd300000 / 4

USB Device: Pro9000II series, 0x04a9 (Canon Inc.), 0x10cf, 0xfd310000 / 9

USB Device: Hub, 0x058f (Alcor Micro, Corp.), 0x6254, 0xfd200000 / 3

USB Device: USB RECEIVER, 0x046d (Logitech Inc.), 0xc50e, 0xfd230000 / 8

USB Device: CanoScan, 0x04a9 (Canon Inc.), 0x190a, 0xfd220000 / 7

USB Device: USB Card Reader, 0x058f (Alcor Micro, Corp.), 0x6361, 0xfd210000 / 6

USB Device: HDS5C3020ALA632, 0x13fd (Initio Corporation), 0x1340, 0xfd100000 / 2

USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8206, 0x5d200000 / 2

USB Device: Back-UPS RS 1000 FW:7.g8 .D USB FW:g8, 0x051d (American Power Conversion), 0x0002, 0x3d200000 / 2

FireWire Device: built-in_hub, Up to 800 Mb/sec

FireWire Device: unknown_device, Unknown

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Hi gang, I'm a very new user & just bought pro. In trying to learn the tool, I tried creating a character map.

Very easy to do, however I'm getting an odd result. I took the grayguy sprites, colored them blue in photoshop

and saved them in a sub directory named Blue under the grayguy folder. The blue folder has an identical directory

structure as the gray and I know all of the images are the same size, because they are just a copy with hue change.

Ok, so I replaced all of the head sprites with their blue equivalents. When making that new character map active,

his head falls off and moves to the left of his feet. I tried replacing the sprites individually as well as using the folder

technique. The head does indeed continue to animate, but is in the wrong position.

Rookie mistake or actual bug?

Thanks much!

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Update to the character map issue. I created a sub folder named Gray, copied all of the

original image directories into it. New character map using the original images from the Gray

folder cause the same behavior. Definitely starting to look less like user error at this point.

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hey so I installed version 5 and it works again. I hope you guys fix this problem in the next build :)

Hey Edgar, loving Spriter but I'm having some issues with it working properly with C2. I made a video of the problem so you can see it happening. I hope you can help out as I cant get any animations to work with C2. Thanks a lot for your time.

The 2 errors that pop up in the video are the following (sorry my ipad air camera was not good at capturing the text I typed it in below)

Javascript error!

Uncaught TypeError: Cannot read property 'length' of null http:192.168.0.13:50000/Spriter_plugin.js, line 1240(col 14)

This is either a bug in Construct 2 or a problem in a third part pluging or behavior - please report it to the developer

Error loading SCML

Failed to open file

In C:\User\ron\Desktop\game animations\william animation\testingwilliam.scml

The File may be invalid. Try Checking the project opens in Spriter

Here is the video

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Crash when exporting to png

Report send to Microsoft each time I'm exporting to png:

AppName: Spriter.exe

AppVer: 0.0.0.0

ModName: qtopengl4.dll

ModVer: 4.8.5.0

Offset: 00017186

OS: Windows XP SP3

TOSHIBA Model SATELLITE PRO U200

Display: Mobile Intel® 945GM Express Chipset Family

Tested with Spriter B5, export OK

Thanks, and wish you all the best for the next year :D

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If you load the project I attached, you can observe a strange problem I'm seeing. This appears in the greyguy sample on the site, too. Examining the .scml file, you see the following mainline keys:





....



....










There is a missing key in the bone_000 timeline for 1000ms that should have an angle of 145.302 with spin="-1". If you simply go to the keyframe at 1000ms, select bone_000, highlight the angle box in the UI, hit enter, and save the file, it fixes itself (generates the correct timeline key at 1000ms). Then you can undo your changes and save again, then it will go back to being broken.

The strangest part is that the mainline key points to an existing timeline key for its values, so this manifests itself in weird ways... it's like the mainline is telling you to use the same values between 0 and 1 seconds, which is bogus.

This is particularly problematic when parsing things the way I am, because I take the mainline keys, create keyframe value objects for each object on screen, and interpolate between them instead of saving values per object. I am going to have to interpolate between the existing keys during load and create a bogus KeyFrameValues object to work around this in my implementation.

SpriterEntity.zip

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There is a missing key in the bone_000 timeline for 1000ms that should have an angle of 145.302 with spin="-1". If you simply go to the keyframe at 1000ms, select bone_000, highlight the angle box in the UI, hit enter, and save the file, it fixes itself (generates the correct timeline key at 1000ms). Then you can undo your changes and save again, then it will go back to being broken.

The strangest part is that the mainline key points to an existing timeline key for its values, so this manifests itself in weird ways... it's like the mainline is telling you to use the same values between 0 and 1 seconds, which is bogus.

Hi Domenic. We will update the documentation as soon as we're done with 1.0, and add additional detail, but it sounds like you're describing the correct save behavior:

0 500 1000 2000
0 0 1 2
0 1000 2000

the mainline keys tell you which timeline and key to use for animation data, but not every object has to have a key at every mainline key. Whichever key it points you too, you tween between that key, and the next one (on that timeline, using the times on those keys)

The documentation explains the interpolation functions, etc, but basically:

t=(timeB-timeA)/(currentTime-timeA);

interpolate(positionA,positionB,t);

as long as you get timeA from the frame (not the mainline key), and timeB, from the next , then it should behave as you expect.

Please let me know if this helps, or if I misunderstood or you'd like me to explain it in a different way

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Crash when exporting to png

Report send to Microsoft each time I'm exporting to png:

AppName: Spriter.exe

AppVer: 0.0.0.0

ModName: qtopengl4.dll

ModVer: 4.8.5.0

Offset: 00017186

OS: Windows XP SP3

TOSHIBA Model SATELLITE PRO U200

Display: Mobile Intel® 945GM Express Chipset Family

Tested with Spriter B5, export OK

Thanks, and wish you all the best for the next year :D

I'm having this exact same problem.

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Thaks everyone for reporting the crash bug when exporting PNG. It's a known issue for some systems with specific graphics cards/drivers etc...but getting a more thorough list like this of system specs that crash when exporting might very well help us fix the problem quicker.

cheers,

Mike at BrashMonkey

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There is a missing key in the bone_000 timeline for 1000ms that should have an angle of 145.302 with spin="-1". If you simply go to the keyframe at 1000ms, select bone_000, highlight the angle box in the UI, hit enter, and save the file, it fixes itself (generates the correct timeline key at 1000ms). Then you can undo your changes and save again, then it will go back to being broken.

The strangest part is that the mainline key points to an existing timeline key for its values, so this manifests itself in weird ways... it's like the mainline is telling you to use the same values between 0 and 1 seconds, which is bogus.

Hi Domenic. We will update the documentation as soon as we're done with 1.0, and add additional detail, but it sounds like you're describing the correct save behavior:

0               500               1000           2000
0 0 1 2
0 1000 2000

the mainline keys tell you which timeline and key to use for animation data, but not every object has to have a key at every mainline key. Whichever key it points you too, you tween between that key, and the next one (on that timeline, using the times on those keys)

The documentation explains the interpolation functions, etc, but basically:

t=(timeB-timeA)/(currentTime-timeA);

interpolate(positionA,positionB,t);

as long as you get timeA from the frame (not the mainline key), and timeB, from the next , then it should behave as you expect.

Please let me know if this helps, or if I misunderstood or you'd like me to explain it in a different way

I figured that would be the answer, so I've implemented it that way, but I'm still having problems determining the value of "spin" for the missing

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Toolbars/palettes are not saved when closing Spriter.

For example if I move the "Palette" toolbox on the Animations Toolbox, I get 3 tabs on the right tools below (History, Animations and Palette). If I close Spriter and then reload, this modification of the UI is lost and I'll need to move it again. Same problem for all tools.

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Toolbars/palettes are not saved when closing Spriter.

For example if I move the "Palette" toolbox on the Animations Toolbox, I get 3 tabs on the right tools below (History, Animations and Palette). If I close Spriter and then reload, this modification of the UI is lost and I'll need to move it again. Same problem for all tools.

This feature will be added in the future.

cheers,

Mike at BrashMonkey

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Bug: Crash

Steps to reproduce:


  • [*:16s8iond] new project
    [*:16s8iond] add a skin to scene
    [*:16s8iond] Add a bone (I have always been adding 2 bones)
    [*:16s8iond] connect first bone to skin
    [*:16s8iond] Delete it all
    [*:16s8iond] Crash

PC Specs:


  • [*:16s8iond] CPU: intel i7 3930k (6 cores 12 threads 4.5ghz)
    [*:16s8iond] GPU: Nvidia gtx 780 Drivers: 331.93 (Beta)
    [*:16s8iond] Ram: quad channel 32gb 4gb x 8dimms
    [*:16s8iond] MOBO: Asus P9X79 Pro Bios Ver: 43.02
    [*:16s8iond] OS: Windows 7 64bit (6.1, Build 7601)
    [*:16s8iond] Display(s): ASUS VG278HE 144hz (I use two of these)
    [*:16s8iond] Other specs provided per request/need

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Everytime I try to export to .PNGs, they come out looking scrambled! The sprites show up in each image but the transparent areas look layerd or somthing.

I had the same problem with the exported PNG's background being corrupted. I'm also running on a Mac (Macbook Pro early 2011). Solution for me was to disable OpenGL (under View). Now it appears to export without any issues.

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I've noticed with the platformer art pack with the gun, the gun in some animations has a different name despite being the same sprite as the others, and Spriter refuses to let me rename it to what it should be. The few animations where the name is wrong uses the numbered naming scheme of "hand-gun_***", with the asterisks denoting a number, usually 000 or 001. When exporting to, say, C2, this can cause issues when trying to work with the gun.

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Two smaller bug.

Cloning an entity won't clone the easing curves.

Baking a character map into a new entity will not rename the changed object so I feel weird having a female character with asset named male_head_xx (but functionality works fine)

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Bug report.

Reproduce, on linux.

1. start spriter

2. file->new project

3. choose any folder

4. (Animations tab) press "New entity" (the guy with a +)

5. Move NewAnimation in entity_000 to entity_001 by drag and drop.

This causes a new NewAnimation to be created outside of any entity.

This looks incorrect.

6. change the name of this outside-of-entity-NewAnimation.

Now you get crash.

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I'm not sure if this counts as a bug or not, but the 'export PNG' function doesn't work correctly with the mesh deformer, if I animate something using bones and mesh deformation, when I chose to export as PNG, all the frames until the last are identical, there's no transition or animation, its not moved 1 frame and the next its suddenly on the final frame.

As I said this may not be anything to do with the exporter and might be to do with me and the fact it only has 2 keyframes, but in the viewport it tweens between the 2 so I've understood that the same thing would happen when exporting to PNG.

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Hi DanTsukasa,

It is a bug, in that that entire feature is still experimental and very much un-finished.

cheers,

Mike at BrashMonkey

Ah I see, damn, I was hoping its just me making a mistake. I figured that might be the best method of getting around the unity importer not supporting mesh deformations.

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