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Best way to set up animations for frames without tweening


fishdavis

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Hey there,

Any help on this would be really appreciated.

What's the best way to set Spriter up just to export keyframed poses rather than doing blending between the poses (basically without exporting 60 frames for a 2 frame animation)?

I'm trying to set up my animation so it has basically two frames (as an example) that do not blend between each other smoothly. IE

walk (legs together) and walk (legs apart) with no inbetween frame blending.

How do I set up the timeline so it's just two frames? I set it to be 1/2 ms on the timeline, but then it wouldn't play back despite the keyframes being there.

I've read the manual, particularly the section on timing, but am not sure where to disable blending between poses, or if there's a setting somewhere that I missed.

http://www.brashmonkey.com/spriter_manu ... timing.htm

Not being used to timeline animation at all, I would really like to know which bar does what exactly and how the timing system works. I have two keyframes marked on the bar as 1, 2 and I've now tried setting my ms to 500/1000(picture attached). Yet when I try to export as png/gif spritesheet, it still tries to export 62 frames.

post-17260-14159834252268_thumb.jpg

If you could help or point me somewhere that explains it, I would really appreciate that.

Thanks in advance!

PS Also, is there a way to save the settings on export png/gif so I don't have to constantly edit them every time?

post-17260-14159834253464_thumb.jpg

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When exporting finished animations, you can click the keyframes only box and it will only export key-frames, therefore no tweening.

If you mean for actual Spriter playback, or playback of Spriter data in game engines, then you need to right click each key-frame in the main timeline and choose instant mode.

Cheers,

Mike at BrashMonkey

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When exporting finished animations, you can click the keyframes only box and it will only export key-frames, therefore no tweening.

If you mean for actual Spriter playback, or playback of Spriter data in game engines, then you need to right click each key-frame in the main timeline and choose instant mode.

Cheers,

Mike at BrashMonkey

Thanks for the quick reply, Mike. The instant mode thing is what I was looking for inside spriter, is there a way to assign it to all frames so I don't have to keep setting it?

I clicked the keyframes only box when exporting and got 62 frames exported instead of 2, is there something weird in my setup?

Thanks for your time.

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There's no automatic way to make all frames instant yet, but it's a planned feature.

Unless you are animating with only full frame images and not creating your frames with multiple image sprites, in which case if you use Spriter's image swapping to create your animation, there would be no tweening visible.

cheers,

Mike at BrashMonkey

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There's no automatic way to make all frames instant yet, but it's a planned feature.

Unless you are animating with only full frame images and not creating your frames with multiple image sprites, in which case if you use Spriter's image swapping to create your animation, there would be no tweening visible.

cheers,

Mike at BrashMonkey

I'm using Spriter to generate sprites so the image swapping wouldn't work for this purpose. Another question -- are there plans to be able to define the export rectangle box more easily? It would be really helpful if there was a preview overlay rectangle based on width x height specified (hopefully that you could drag to move). That would probably make it easier to visualise while exporting, esp since spritesheets often need to be a consistent size. I would also really like to request (if it's not on the list already) that this dialogue box remembers its settings rather than having to re-enter the 4 coordinate numbers, keyframe settings etc each time the sprites are exported.

Another thing I noticed when using M/drag to position the sprite in the world is that it's very very sensitive and I found it almost impossible to tweak the sprite to be at the position I wanted it to be in. ergo if I drag left, it will snap the sprite very far right unless I move the mouse a pixel. Not sure if this is a known bug.

Thanks, Mike.

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