TheKingLunar Posted October 28, 2015 Report Posted October 28, 2015 Does anyone know whether this is at all possible? I have an animation which requires several limbs of a character to move at different speeds with easing curves. I have one limb completely animated fine, but now I'm going back and trying to add animation to the second limb. Creating a new frame for the second limb's animation results in interrupting the easing curve of the first limb. Can I animate these two sprites separately without having them interfere with each other's animation/easing curve? AlisaMesy 1 Quote
bwwd Posted October 28, 2015 Report Posted October 28, 2015 YEs you have to manually remove unneeded keyframes that are ruining your custom curves, currently there is a bug in spriter that adds keyframes to all child bones when you move their parent bone.You have to remove these new keyframes from child bones after that.This bug is quite nasty and bad, adds working hours to fix and remove unneded keyframes. Also dont use top/main keyframes on timeline to change curves, because... just dont.Change curves only on particular bones on timeline.One by one, yes one by one because multiple selection and curve change is not possible to do which will hopefully change if enough people are interested i guess. Quote
Mike at BrashMonkey Posted October 29, 2015 Report Posted October 29, 2015 Hi TheKingLunar, bwwd's advice is on-point. We'll be working on addressing the keyframe bug when we get back to update builds in the near future, and Spriter2 will introduce drastically more independent key-framing and subsequently much more flexible speed curve control. Quote
TheKingLunar Posted October 29, 2015 Author Report Posted October 29, 2015 Works perfectly, thanks so much! Quote
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