Mike at BrashMonkey Posted September 17, 2016 Report Share Posted September 17, 2016 4 hours ago, sshukul said: Undo doesn't work in Mac versions sometimes. Not Cmd-Z and not if I select Edit->Undo. Just does nothing. Seems to happen right after I save a file, it can no longer undo to the state right before the save. Hi sshukul, Sorry for the inconvenience and thank you for reporting the issue. Can you please tell us which version of Mac OS you're using? Is this true for any thing you do? ?If you add or move a sprite, rotate a bone, delete something, rename an animation etc. None of these things can be undone? If you click on the history tab toward the lower-right of the Spriter interface, does it populate with actions when you do things like add or move sprites, and if you click on actions in the history, does it undo to that step? Also, are you using any kind of specialty input devices like a wacom tablet? thanks. Hopefully answering these questions can help us find a solution to the problem. cheers. Link to comment Share on other sites More sharing options...
adamcreator Posted September 27, 2016 Report Share Posted September 27, 2016 On 9/14/2016 at 5:05 AM, adamcreator said: Sure thing! Pixel rounding is off. It sounds like it isn't already a known issue, then. In the screenshot, left is Spriter and right is C2. Her head and waist and hand are off in this case, but it happens to many other pieces too. The sprite sheet image itself is a large 8112x8112 pixels, 70,940kb, the scon that was made with the sheet is 1,435kb. I tried to compare the origin point data in the scon using Wordpad to a scon with working origin points, but I don't know enough about what origin point data I would copy to make it work. Thanks! I'd still like help with this if possible. If it's not a bug and I should start a new thread in the help section I can do that too. If it has anything to do with the issue, I use tiny red 5x5pixel PNGs that act as placeholders for character map character creation equipment that I was wondering if the self-drawing spritesheet method might somehow be swallowing up, such as with the 1 pixel buffer set in its options. There are also between 500-1,000 total images, with saved origin points, in the scml/scon, so maybe Spriter is somehow quitting before it saves everything, and that's why it doesn't load up every origin point in C2? Granted these are all just speculations. I don't actually know what's going on. I'd just prefer to be able to use the new self-drawing method because C2 often wants to just freeze up when I try to load all those images using the original method. Thanks! Link to comment Share on other sites More sharing options...
Matsuro Posted October 1, 2016 Report Share Posted October 1, 2016 Not sure if this is a bug or if I am missing something obvious. But Z-ordering seems to reset under this specific circumstance. I recently purchased the RPG Heroes Pack and have been adding new elements to it. (Such as swords or wrist braces). My workflow is as follows. I add the new item (like a sword) into the first frame of the animation. I CTRL-C it and then CTRL-SHIFT-V it into the other frames. I adjust the placement in the other frames. I adjust the Z-order of the first frame then use Edit>Copy Z-order to other frames. This works as expected. However, when I go to add another element (Like wrist braces) and follow the same workflow as soon as I press CRTL-SHIFT-V the Z-order of the previous item (Swords in this example) resets. If I restart Spriter after the first edit, the second edit works as it should. Having to restart Spriter between edits is becoming rather time consuming. I'm using the Steam version of Spriter Pro R9 on Windows 8.1 (64-bit). Thanks for your time. Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted October 1, 2016 Report Share Posted October 1, 2016 Hi Matsuro, It is a known bug that pasting to all frames sometimes breaks the z-order. Thanks for the report and new information. I didn't know restarting Spriter makes any difference. I'll bring this to Edgar's attention. cheers. -Mike at BrashMonkey Link to comment Share on other sites More sharing options...
adamcreator Posted October 4, 2016 Report Share Posted October 4, 2016 On 10/1/2016 at 3:13 AM, Mike at BrashMonkey said: Hi Matsuro, It is a known bug that pasting to all frames sometimes breaks the z-order. Thanks for the report and new information. I didn't know restarting Spriter makes any difference. I'll bring this to Edgar's attention. cheers. -Mike at BrashMonkey I think my issue is technically a bug with the self-drawing/sprite sheet method. But should I make a new thread for it? Edit: Are the settings in this screencap correct? Or could something throw off or not save origin point data or positions in the final sprite sheet or saved scon? Edit2: I just realized that all the origin points are simply being reset to the default; the upper left corners. Any way around this? Link to comment Share on other sites More sharing options...
EternaL Posted October 7, 2016 Report Share Posted October 7, 2016 If it's not just me, or not because of something else, it also looks like when the main origin point of the scml object itself in C2 that uses the draw-self method is off screen, the whole scml object disappears, until its main origin point is back on-frame. I also notice moments when such a scml object temporarily disappears even when on-screen, but unsure what the cause is. Link to comment Share on other sites More sharing options...
mattcusprime Posted October 8, 2016 Report Share Posted October 8, 2016 So, I apologize as I did this wrong but... I posted what I think is a bug here: Is this behavior typical? Is it making the ajax calls over and over because there are many instances of that spriter object? That's the best guess I had so far... Link to comment Share on other sites More sharing options...
hippyman Posted October 13, 2016 Report Share Posted October 13, 2016 Not sure if this has been reported but I'm having an issue when renaming sounds. If you add a sound to an animation and rename it later, it creates two different sound references in the scml file and doesn't rename the soundline for the animation that the sound was previously added to. It looks like even if you remove all of the old named sounds it doesn't remove the old named reference in the files section of the scml. Every time you rename a sound, it creates a new reference. So basically, if I rename a sound 10 times, the scml file will have 10 references pointing to the previously named sound file (in theory) UPDATE: I'm not sure what happened but all the old references are gone now. Not sure what happened but everything seems to be fine now. Link to comment Share on other sites More sharing options...
Thrasher Posted October 26, 2016 Report Share Posted October 26, 2016 Hey there, I'm working on a Unity project and recently started trying to use the new "Save as Resized" feature to reduce our texture requirements for our currently very large enemy assets. The newly resized .scml files look great in SpriterPro but appear broken in-game (with different sprites flying off of the body and back again based on the animation). I have attempted using both Spriter2UnityDX and SpriterDotNet on the Unity side and the issues exist in both which makes me wonder if there is something going on with the resize. Is there a known issue regarding this problem? Any suggestions on how I might track the issue down or find a work around? Thanks, James Link to comment Share on other sites More sharing options...
lucid Posted October 27, 2016 Author Report Share Posted October 27, 2016 @Thrasher - Please try opening the resized version of the project in Spriter, and save it without making any changes. Let me know if this fixes it. Either way, it's a bug, but that'd help me narrow it down. Link to comment Share on other sites More sharing options...
Thrasher Posted October 27, 2016 Report Share Posted October 27, 2016 @lucid - Thanks for the pointer. Opening and saving the resized project seems to have fixed the issue. Ahhh yeahh!! Many thanks for the quick reply and help. Link to comment Share on other sites More sharing options...
roracle Posted October 28, 2016 Report Share Posted October 28, 2016 The "Window" menu does not work. EDIT: Opening a file or starting a new one fixes this. Link to comment Share on other sites More sharing options...
sshukul Posted November 24, 2016 Report Share Posted November 24, 2016 On 17/09/2016 at 3:37 PM, Mike at BrashMonkey said: Hi sshukul, Sorry for the inconvenience and thank you for reporting the issue. Can you please tell us which version of Mac OS you're using? Is this true for any thing you do? ?If you add or move a sprite, rotate a bone, delete something, rename an animation etc. None of these things can be undone? If you click on the history tab toward the lower-right of the Spriter interface, does it populate with actions when you do things like add or move sprites, and if you click on actions in the history, does it undo to that step? Also, are you using any kind of specialty input devices like a wacom tablet? thanks. Hopefully answering these questions can help us find a solution to the problem. cheers. Hi Mike Sorry didn't check the forum for a while ... I can't seem to replicate this issue anymore. Might have been related to my OSX version but can't be sure. I was on El Capitan at the time I discovered the bug and I've updated to Sierra in the meantime. I do have another issue though; when I use the Copy and "Paste to all keys" feature to paste a selection of bones and sprites to all keys, it doesn't maintain the Z-order of the copied sprite and pastes it on top of everything else. I then have to manually set the z-order in every keyframe. Not sure if this is supposed to be intentional. Link to comment Share on other sites More sharing options...
Mike at BrashMonkey Posted November 24, 2016 Report Share Posted November 24, 2016 2 hours ago, sshukul said: Hi Mike Sorry didn't check the forum for a while ... I can't seem to replicate this issue anymore. Might have been related to my OSX version but can't be sure. I was on El Capitan at the time I discovered the bug and I've updated to Sierra in the meantime. I do have another issue though; when I use the Copy and "Paste to all keys" feature to paste a selection of bones and sprites to all keys, it doesn't maintain the Z-order of the copied sprite and pastes it on top of everything else. I then have to manually set the z-order in every keyframe. Not sure if this is supposed to be intentional. This is a known bug that will hopefully be fixed in an up-coming update. In the meantime, there is a feature in the menu to copy z-order to all frames. if you fix the z-order in any frame you can then copy it to all other frames to quickly fix the z-order of your animation. sshukul 1 Link to comment Share on other sites More sharing options...
RunnerPack Posted November 25, 2016 Report Share Posted November 25, 2016 It's minor, but if you change something in the "Color Palette" window, then navigate elsewhere in the list, then use the arrow keys to navigate, the last thing you changed reverts back to the default. I noticed it while playing with the Radius-Wing Essentials Pack. Link to comment Share on other sites More sharing options...
lucid Posted December 22, 2016 Author Report Share Posted December 22, 2016 @adamcreator and @EternaL is the issue fixed in the latest version of the plugin?@mattcusprime - EDIT: fixed Everyone else, a new Spriter update arriving soon that fixes a few issues. Link to comment Share on other sites More sharing options...
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