cturner26 Posted July 14, 2015 Report Share Posted July 14, 2015 Hello , I am new to Spriter ( Thank you humble bundle! )Everything has been working fine , but today for some reason when I go to extract my animations to a sprite sheet it shows it creating the sheet like normal loads all the frames etc yada yada yada...but then the file/sprite sheet is not created. I have double checked my destination path and tried multiple names , I also typed .PNG at the end myself just in case. Any idea what would cause this or am I doing something wrong? Thank you! JohnnyType 1 Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted July 14, 2015 Report Share Posted July 14, 2015 Hi cturner26 and welcome to Spriter. Would you happen to know roughly how big in pixel dimensions each frame would be, and then in turn how many frames are you trying to add to the sprite-sheet? Meaning, if each frame would be very large, and you're exporting lots of frames, you might just be asking for Spriter to generate an image so large it can't handle the export.. just a guess. Could you maybe post a screen grab of the settings you're using for the export? Thanks.-Mike at BrashMonkey Quote Link to comment Share on other sites More sharing options...
cturner26 Posted July 14, 2015 Author Report Share Posted July 14, 2015 Hello! Thank you for the quick reply. Here is a screenshot of how all of my other sprite sheets were made. http://i58.tinypic.com/ok94z9.jpg Quote Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted July 14, 2015 Report Share Posted July 14, 2015 Hi again, I see you're exporting at over 60 fps. This is extremely high for sprite-animated games.. Movies typically display at 24 fps and the average number of frames for a sprite based classic game characters walk cycle is between 8 and 12 total frames. Is there a reason you're exporting at such a high FPS? It seems likely this is the reason one animation won't successfully export yet the others did. Is this animation longer? How big would the resulting sprite-sheet need to be to fit all the individual frames? My best guess is its a longer animation or has bigger frames (pixel dimensions required to fit the full frames) and is basically beyond Spriter's threshold/technical limitations. Does this sound like it might be the case? Will it export successfully if you bring down the FPS to 12 or 24 FPS, or a specific number of total frames instead? Also, how big would each resulting frame need to be? Do you have sprites moving from one side of the screen to the other over the course of the animation etc?thanks.-Mike at BrashMonkey Quote Link to comment Share on other sites More sharing options...
cturner26 Posted July 14, 2015 Author Report Share Posted July 14, 2015 I see what your saying.I would be telling a lie if I said I knew what I was doing. I just watched some tutorials to see how it all works a couple days ago haha. Lowering the FPS and frame count worked. Thanks you! Quote Link to comment Share on other sites More sharing options...
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