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New Spriter 2 Alpha build with minor bug fixes

[h2]0.6.2.0[/h2]

Bug Fixes
  • Fixed a bug introduced in the previous version where holding shift to use ik no longer functioned.
  • Fixed a bug where the animation name was missing, also making it impossible to change or create a new animation.
  • Fixed a bug where text might not be toggled off for deformers when no longer available for a mesh in its right click menu.


Known Issues
  • Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state
  • Undo and Redo don't always function correctly with the new features
  • Changes to z-order in rigging mode not reflected in animation
  • Occasional visual glitches while editing animations
  • Save and Load not working reliably in all situations
  • Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now.
  • When changing curvature of a ligament with real-time preview in Rig Preview Mode, display temporarily changes to whatever image is set as default in the rig
  • It's possible to make an object the child of multiple other objects causing unpredictable behavior.


New Spriter 2 Alpha build with various bug fixes

[h2]0.6.1.0[/h2]

Bug Fixes
  • Fixed a bug where children of stroke would shift angles when moved or redrawn outside of rigging mode.
  • Fixed a bug where children of strokes would shift angles after bring dragged and dropped when in rigging mode.
  • Fixed a bug where adding a mesh to a bone after adding the bone to the stroke would break the hierarchy and cause unpredictable behavior.
  • Fixed a bug where in certain edge cases, children of strokes would have their local positions calculated extremely inaccurately, causing unpredictable behavior.
  • Fixed a bug where having a mix of bone with stroke children and strokes with bone children would cause edits in one part of the rig to affect other parts of the rig.
  • Fixed a bug where in certain edge cases stroke children could have their inverse positions permanently stuck at the wrong value, causing undesirable behavior.
  • Fixed a bug where attempting to redraw a stroke while hovering another another object would cause that object to get selected and dragged instead.


Known Issues
  • Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state
  • Undo and Redo don't always function correctly with the new features
  • Changes to z-order in rigging mode not reflected in animation
  • Occasional visual glitches while editing animations
  • Save and Load not working reliably in all situations
  • Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now.
  • When changing curvature of a ligament with real-time preview in Rig Preview Mode, display temporarily changes to whatever image is set as default in the rig
  • It's possible to make an object the child of multiple other objects causing unpredictable behavior.


New Spriter 2 Alpha build with Image Swapping

Thank you for your patience everyone. I'm fully settled into the new place, and all the issues that were preventing me from working have been resolved. Releases should be roughly every two weeks again, beginning now.

It may take more than one release per item, but here are the remaining features that will be implemented before the beta. From there it will just be bug fixes, working on initial implementations, and making small quality of life changes until 1.0.

  1. Image swapping
  2. Linking deformers
  3. Hierarchical deformation
  4. Sub-Entities
  5. Miscellaneous workflow and UX enhancements (smaller, simpler features that will be quick to implement)


[h2]0.6.0.0[/h2]

[h2]Change Log[/h2]

Additions
  • Added the ability to add additional images to a texture set and swap between them:
    While in rigging mode, right-click a mesh, and select add image to set, and click and drag an image as usual from the file palette. When you confirm the position of the new image, it disappears. You can now right click on your mesh, and mouse over select image to choose between all the meshes in the set. Each textures's relative position, angle, and flip (more on this below), is retained, and you can edit this by choosing the image you want to edit, right-clicking the mesh, and choosing reposition mesh. While in rigging mode, you can also re-order images by dragging and dropping them in image picking dialog.
  • Added the ability to flip meshes horizontally and vertically:
    When editing mesh position (either before confirming for the first time, or by right clicking the mesh and choosing reposition mesh), you can right click the mesh, and mouseover one of the flip icons to flip the mesh. This menu won't disappear until you click away from the menu or confirm your mesh, so you can toggle both axises freely without having to right-click again. Clicking an a flip icon while already hovering it will toggle the flip again. The image will also be displayed flipped (or not) in the image picking dialogue.


Smaller additions, Changes, and Enhancements
  • Added the right click options from Animation Mode to Rigging Preview Mode, so you can now edit colors, opacity, z-order, and swap images while previewing your rig.
  • Added a small indicator on parent strokes when editing child strokes and child bones, to show where along the stroke the child object is attached.
  • Added an icon to confirm mesh when editing the position of meshes. Alternatively, you can still just double-click to confirm a mesh as well.
  • Cleaned up right-click menu for meshes in rigging mode, completely hiding options that aren't available depending on whether you are currently editing a meshes position instead of dimming them.
  • Color dialogue now appears offset from the mouse for easy reach while not obstructing the spot where a mesh was clicked to bring up the dialogue.


Bug Fixes
  • Fixed a bug where attempting to add a stroke with a child mesh to another stroke would fail and leave the program in an unstable state.
  • Fixed a bug where children of strokes would still reevaluate their relative positions when moved outside of rigging mode resulting in incorrect behavior and shifting movement on other keyframes.
  • Fixed a bug where redrawing a stroke in Rigging Mode would alter the position of child strokes and bones.
  • Fixed a bug where adding a child stroke that had a mesh child of its own would distort the child mesh.
  • Fixed multiple related bugs dealing with nested stroke hierarchies shifting unpredictably when parents or children were altered.
  • Fixed a bug where the "drives" shortcut was not working in the file dialog, making it impossible to switch to other drives.
  • Fixed bug where projects with ligament rigs would load improperly.
  • Fixed bug where it took multiple undos to undo the creation of a stroke.
  • Fix a bug where after the creation of a stroke, it wouldn't be visible until an attempt to redraw the stroke.
  • Fixed a bug where you couldn't add a second non-deformable mesh to the same bone.


Known Issues
  • Meshes above a certain number of verts cause pin deformer to fail and leave the program in an unstable state
  • Undo and Redo don't always function correctly with the new features
  • Changes to z-order in rigging mode not reflected in animation
  • Occasional visual glitches while editing animations
  • Save and Load not working reliably in all situations
  • Images saved from certain image editors will acquire artifacts when they have antialiased edges where the alpha isn't fully opaque or transparent. These issues aren't exclusive to Spriter 2 and will affect any game engine that doesn't preprocess them. These pre-processing functions will be introduced in a future version, and can be ignored for now.
  • When changing curvature of a ligament with real-time preview in Rig Preview Mode, display temporarily changes to whatever image is set as default in the rig


Update on Spriter 2 Progress (what's left for 1.0)

Hello everyone,
    We had hoped to post this announcement along with the latest build, but there's still a bit more to do before it's ready.
    
    However we can update you on the progress of Spriter 2 and a couple of other relevant details about the upcoming builds.  First, I will be moving home and office to a new city in July.   Unfortunately, this means after the upcoming build, we don't know when update builds will be released until after the move.  On a happier note, there is not that much left to do before Spriter 2 is out of alpha, and onto a feature complete beta.   There may be some minor features added during the beta, but it will essentially be version 1.0 aside from bug fixes, documentation, runtime implementations, and non-Windows OS's.

We still won't be giving an ETA today, but these are the remaining features before the beta.  Each feature may take longer than one 2 week release cycle, and won't necessary be released in this order, but it should be easy to follow progress until the beta from here on out:
  1. Image swapping (in progress)
  2. Linking deformers
  3. Hierarchical deformation
  4. Sub-Entities
  5. Miscellaneous workflow and UX enhancements (smaller, simpler features that will be quick to implement)

1. Image swapping

This is what will be included in the release I'm currently working on.  Image swapping will work somewhat like it does in Spriter Pro with the pop-up image selection bar, but much more customizable.  For instance, if you have 3 frames for a head turn to the right , you will be able to create the full 5 frame left to right head turn, mirroring and positioning each frame, and then placing them on the selection bar in whatever order makes sense to animate with:



2. Linking deformers

Currently, you can add a single quad or bezier patch deformer to one or more images.  This feature will allow deformers to share their control points allowing you to link one or more deformers together to deform objects of arbitrary complexity, simulate perspective, etc.



3. Hierarchical deformation

Currently a deformer can be the child of a single bone, this feature will explore how far this can be enhanced.  The goal will be allow  defomers to be the children of strokes or multiple bones.  We will also explore the feasibility of whether we can make deformers be children of other deformers.

4. Sub-Entities

This will be an enhanced version of the experimental that was in Spriter Pro.  It will allow you to create sub-animations that can be controlled from within other animations.  For instance, you could animate a head turn using multiple images, deformers, alpha fading, etc, and then tie it to a single slider that can be used to turn your head at any time.  Unlike Spriter Pro, the inner-workings of this and related features are part of the DNA of how Spriter 2 was designed under the hood, so the workflow should feel seamless by 1.0.  This was originally going to be an Alchemist-only feature, but since things have been delayed by so much longer than anyone anticipated, we wanted to give something back to everyone who's been so patient all this time.  


5. Miscellaneous workflow and UX enhancements

These are several smaller features, enhancements, and just the final touches to other features that are needed to flesh out the program and make it feel complete and easy to use.  There are several, but some examples are:
  • Export options such as trimming, etc to flesh out the export to image/video feature
  • Ui missing for any feature that currently requires a keyboard shortcut
  • Better timeline visibility options to filter to current to the current selection, be able to arbitrarily expand the timeline size, etc
  • One last pass on the save format to mark it as final.  We also want to separate the format into editor-specific and runtime sections to make it possible to save even smaller saves for runtimes, while maintaining the ability to have feature rich saves of future editor states.


Once again we want to thank everyone for your support and patience.  We're on the home stretch now.  We hope that you enjoy the final product and our vision for how easy and fun a powerful 2d animation program can be.  There is more planned for after 1.0, but we'll save that for after its release.

At least a week before the next update build

Hi everyone. Several mundane but unavoidable matters have delayed my progress for this next build by at least a week. Along with this next build we'll also provide a short list of what's left to arrive at the 1.0 feature set.