Merkwyrd

  • 2017년 8월 14일
  • 2016년 6월 3일에 가입함
  • Hi,

    I have three questions regarding sprite sheet generation:

    1.)
    Is there a way to set a max tile size for each frame inside a sprite sheet?! I get round about 63x44 pixel sized frames. Would be great if every frame is 64x64.

    2.)
    Setting the max width and max height too small, seems to crash the exporter. Guess this is a bug? (I have to guess if all my frames fit into a 512x512 sprite sheet ... an error message would be nice)

    (EDIT)
    3.)
    Is it possible to resize the spine grid?! So I can check if my animation is still max 64x64 pixels (I am stretching so parts of my character)

    My version: 3.6.38 @ Windows 10

  • Ah okay, thanks. I somehow really missed it (guess the little red "pro" image prevented me on even clicking on it).

  • Hi,

    maybe I missed it, but is there a way to test the professional features? I am interested in the mesh modelling options, but since an upgrade costs $230 I would like to validate the features. Since the last update (3.4) and it's shearing features. I would like to compare, if shearing is enough for what I want to do.

  • Thank you very much, totally missed this feature 🙂 Works like a charm!

  • Hi,

    is it possible to deactivate interpolation for specific keyframes. I created this small animation:
     Loading Image

    When the mouth is changing from sad to "sceptic" you can see it's turning, before the image get's replaced.
    For this animation this is a nice side effect, but i am curious on how to achieve instant position/image changes 🙂

  • Hi Nate,

    thank you very much, guess this is a nice to have feature, especially if someone is planning to create cutscenes with it. I will subscribe to the issue.

  • Hi,

    just wondering, is it possible to activate anti aliasing for GIF/AVI exports?! IDE is set to 8xAA. Here's an example:

     Loading Image

    See the mouth for example

  • I just bought 3.2.0.1 and I also have this "problem". If you can't reproduce the problem, maybe some kind of remote (TeamViewer) debugging can help?!
    Or posting a WireShark log etc.?!

  • amcleod wrote

    I would keep the bone you have for the head, and add a bone called "face_origin", parented to the head bone. Attach the eyes and mouth to the face_origin bone.

    With this you will be able to:

    • move the entire face around the screen
    • have the face pivot correctly when the head pivots

    If you want to move the eyes separately from the mouth you could use another "origin" bone for just the eyes.

    Thanks for your advice, I made a control bone for the eyes, above the head (also the mouth). I guess your solution with the face_origin + another origin for the eyes is better! Thank you! 🙂

  • Pharan wrote

    The tree on the right side of the window shows how the bones are related to each other. You can rearrange them there.

    If you use the Create tool and don't select anything, the viewport will show red arrows to show how bones are parented to each other.

    Hi,

    thanks for the advice @ no selection 🙂 Good to know!!!

    As you can see my bones are parented like this:
     Loading Image

    I think this is rather inconvenient, maybe I should use some kind of controlling bone for the eyes?! Any advice?!

  • Hi,

    I am evaluating the test version of Spine to check wether it fits my needs or not 🙂

    I wanted to ask, what my skeleton should look like for this simple "face":
     Loading Image

    I want to be able to move the "head", the eyes (both at the same time) and the mouth. I tried creating a bone for the head like this:
     Loading Image
    (the mouth has a "loose" bone, the left eye too, and the right eye is connected to the left eye)

    I worked a little bit with blenders bones/animations but that was last year.

    Also is there a way to see blender like bone connections?!