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I'm designing a new follower for one of my mods. The problem is, I'm using the pig animations for him, and although it looks like it's what I wanted, The arms are out in the middle of nowhere

Here:

https://www.dropbox.com/s/u732i8q1s747jgi/knucklesproblem.png?dl=0

 

Now, in Spriter, I can move all the parts to align them correctly (copy then cntrl+shift+V), and I have figured out how to get them across all the keyframes, but the animation doesnt fire off on the parts I moved.

 

https://www.dropbox.com/s/1j9hzf10j462tgi/knuckles%20arm%20fix%20WiP.png?dl=0

 

Is there anyone there that would like to help me figure out this problem? If there is, we might be able to write a small tutorial to help people with this matter in the future. 

 

 

AS I understand the Spriter tutorials I have been looking at, this all would be a lot easier, If we had bones to work with.

Edited by RedRock911

@RedRock911, bones can be used in Spriter and will translate properly into compiled animations. However, you have to understand that every animation that you create you need to set the default pivot position in Spriter as that is the location in which the game uses to piece everything together. 

@RedRock911, bones can be used in Spriter and will translate properly into compiled animations. However, you have to understand that every animation that you create you need to set the default pivot position in Spriter as that is the location in which the game uses to piece everything together. 

Oh yah! I had to delve into that to change around pigtails for this guys main character file, FlapJack, I used the pigtails parts for his scarf, which also is a WIP. It seems very unstable in between states of "it works" to "not working at all" but changing the default pivot points have helped. 

 

If I can't find an easy way to align the premade animations in Spriter, then it's good to know, I may need to just spend some time and rebuild the animations myself. WHY in gods name did I decide to make this toon from scratch! 

 

 

i like your character.

 

Thank you! There are two versions of him, one is a support follower for another mod, and another is a standalone. Each has benefits and downsides. Soon as I get a working ALPHA I'll be posting as a WIP while I work on some attributes to both toons. 

Edited by RedRock911

Since you can't add bones to Spriter projects where you've already keyframed all the spirits (at least not without redoing the animations for those sprites), you may need to change the positional values of the arm sprites programmatically.

Since you can't add bones to Spriter projects where you've already keyframed all the spirits (at least not without redoing the animations for those sprites), you may need to change the positional values of the arm sprites programmatically.

I've heard of a modder trying to do that,  HERE is one example. Many results lead in failure trying to do anything animated with Spriter, other then checking to see if animations align alright. It's a great asset for BuILD though, of course you cant necessarily CHANGE anything, especially with Z-order. 

Not that it's Spriters fault. As I understand it, anything you do, especially if your basing anything on an existing Prefab, if you crayola out of the lines, espect catastrophe. 

I've heard of a modder trying to do that,  HERE is one example. Many results lead in failure trying to do anything animated with Spriter, other then checking to see if animations align alright. It's a great asset for BuILD though, of course you cant necessarily CHANGE anything, especially with Z-order. 

Not that it's Spriters fault. As I understand it, anything you do, especially if your basing anything on an existing Prefab, if you crayola out of the lines, espect catastrophe. 

 

I can see why those attempts failed... though they aren't trying to do quite the same thing as what I'm suggesting.  I know that manual adjustments work, though, cause I have done it a few times. It can get a little confusing though cause the .scml format is kinda crappy.  It contains a ton of unnecessary redundancy as well as features that are included in the scml files but not actually supported by Spriter yet. 

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