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Posted

Spriter 6.1, Win7x64

Why, when I copy a hierarchy Ctrl-dragging, does the copy (right) have reasonably sized bones, but the original (left) doesn't?  These 1-pixel-wide-at-the-rotateable-part bones are a total pain to work with.  Is there a way to set the bone width?  Why did it come out different in the copy, anyway?  I tried setting the scale x/y of the bone after selecting it, but this scales the sprite too, which is no good.  Help?

bone-difference.png

Posted

My best answer around this is to scale the entire animation via a copy of it by 2.0 or even 3.0. This makes the bones nice and fat. Then when you're done animating, simply remember to include a final step to shrink everything back appropriately, such as by 0.5.

Posted

OK, I'm having to redo my animation from scratch anyway.

So, I tried to get the bones right this time.  Spriter 7, win7x64.

Here's what happens before I even attach anything: I'm just trying to make fat, easy-to-work-with bones.

  1. alt-drag to make a new bone.  skinny.
  2. set Y-scale (why are X and Y reversed here, BTW?) to 3.  nice fat bone.
  3. alt-drag to make another new bone.  skinny, yet Y-scale is 3.
  4. set Y-scale to 6.  nice fat bone.
  5. alt-drag to make a new bone.  skinny, yet Y-scale is 6...

Notice the Y scale keeps going up, yet when I alt-drag to make a new bone, it's skinny again--yet has the Y scale value of the previous bone.

Workaround: click the canvas each time before alt-dragging a new bone.  But I'd say this is a bug.

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