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Easily? The animation files I get using ktools are often a bit screwed up. I know there isn't much you can do about it, but can you somehow correct the animation by say changing the position of certain images for every frame? I guess that if Spriter doesn't offer any feature you could always edit the image files in order to shift them into the direction you need, but that seems very tedious.

Depending on the animation and the quantity of frames. It can sometimes be easier to copy a symbol on a keyframe and paste to all frames. This only really works if you are making a specific symbol the same for all frames. I however have crashed on really large animations using this method so your mileage may vary.

This method seems to be the easiest to add symbols, after deleting them.

Going through the text editor can work if the symbol is in the same spot the entire time, otherwise it can be a pain if it changes the wrong ones.

Another potential idea is adjusting the pivot point for the files. If the animation allows it, you could easily shift the sprite for all animations as the pivot point is its origin point in the animation.

Cheers,

Iron_Hunter

On 3/11/2018 at 10:35 AM, Aquaterion said:

if you open it with a text editor, you could try to find x/y or abs_x/abs_y and just use "find and replace all" finding the number you want to change.

 

18 hours ago, IronHunter said:

Depending on the animation and the quantity of frames. It can sometimes be easier to copy a symbol on a keyframe and paste to all frames. This only really works if you are making a specific symbol the same for all frames. I however have crashed on really large animations using this method so your mileage may vary.

This method seems to be the easiest to add symbols, after deleting them.

Going through the text editor can work if the symbol is in the same spot the entire time, otherwise it can be a pain if it changes the wrong ones.

Another potential idea is adjusting the pivot point for the files. If the animation allows it, you could easily shift the sprite for all animations as the pivot point is its origin point in the animation.

Cheers,

Iron_Hunter

Thank you both for your input, I'll take it all into consideration. I think the pivot point would be the easiest fix in my case!

It depends on what you're trying to achieve, cause you could just use the old animation file, it depends on what exactly ktools messes up.

I would suggest against changing the animations themselves(that is everything that's not changing pivots and png files), as the autocompiler messes those up, and it messes them up pretty badly.

If i remember correctly, the ability to skew images is not possible in spriter. so any animations that make use of skewing/distorting sprites in a certain way simply cannot be recreated in spriter.

Also, keyframes are a little messed up as well. Taking the 1000 FPS spriter default and transferring it to the 30 FPS Don't Starve uses, you'd assume that the keyframes would be taken from frame 33, 66, 99, etc. But after a lot of testing, I've realized that keyframes are actually taken from 25, 50, 100, (125, 150, 200, etc) 

Which is an... interesting design choice

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