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License: Other
a C++ implementation to play back Spriter animations
License: Other
Hey, I've recently added support for Spriter to my game via this sprite engine, but I had a peculiar issue when it was all set up.. everything was placed properly, but things were spinning crazy like on their pivot points.
What fixed it for me, was to dig into angleinfo.cpp and have the spinDirection swap between 1/!1 if reverseAngleOnLoad was used when loading (as I set that to false for my game.) I assume that the direction of the animation's interpolation isn't taken into account when it's reversed at load, and things are 'snapping' the wrong way?
spriterdocumentloader.cpp (line 90):
att = fileElement->getFirstAttribute("heigt");
should be
att = fileElement->getFirstAttribute("height");
Z-order seems to be inconsistent. I tried importing the example asset "GreyGuy", in Spriter everything is working as expected. When testing the character in Unity or cocos2d-x with provided walk animation (walking right) characters right hand goes over the head and behind the body at some frames.
Same issue is mentioned here:
mythgarr/Spriter2Unity#5
This is causing errors since C++ flags that aren't known to MSVC are getting set. Before settings the flags there should be a check for the generator
Hi currently I am trying to download Spriter C++ to use for 2D Skeletons for live 2D animations and for basic 2D sprite creations.
How do I download Spriter C++ and is there a way I can download Spriter as an entire project and not as separate individual files?
How do I create a sprite using Spriter and how do I add limbs that I can rotate?
I plan on using the add limbs to rotate and move to create live animations when my game is running such as running, walking, and aiming which would cause the limb to rotate according to the mouse cursor
Got some interesting warning from GCC.
There is possibly a memory leak.
(For instance, the destructor of QuinticEasingCurve won't be called.)
timeinfo/timeinfo.cpp:17:10: warning: deleting object of abstract class type ‘SpriterEngine::EasingCurveInterface’ which has non-virtual destructor will cause undefined behaviour [-Wdelete-non-virtual-dtor]
Quickly fixed by adding to timeinfo/easingcurveinterface.h:
virtual ~EasingCurveInterface() = default;
when I create an entity instance with play() function it automatically sets all animations to have a playback.
If I call playOnce then all animations won't have playback. How to dynamically manage such option for the same instance?
I have an animation with multiple sprites:
head, arms, legs, weapon.
Animation works fine. But is it possible to change some pictures of the animation, for example weapon picture? If so how can I do that?
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