Found a bug in Spriter B8, I just downloaded it again.
1)Open the grey guy example. (scml)
2)In idle animation (default) add or create box for collision
3)Save the project, save also in scon format
4)Open the scml file and I`m missing the idle animation in scml, however in scon format the idle animation is available.
This is definitely not happening for me. I've tried a few different times, slightly changing my process each time. If you can get the error to happen again, could you please screen record it, so I can see if there's some slight difference in the way you're doing it that would help me recreate the bug?
Character Maps means that instead of X images there will be only one (like the sprite sheet) ?
2 already does the sprite sheet thing on export. Character maps is actually much more interesting. It's a pro feature of Spriter that allows you to swap out or hide images to create alternate versions of characters using the same animation data, for things like alternate outfits, armour and weapon powerups, and completely different characters. Here's an example:
These three examples are using same Spriter file, entity, and animation. You can stack multiple character maps in Spriter to preview the result, and do the same with actions in C2. The checkboxes at the top right of the screenshot show which character maps I had applied.
You can try this demo here, but there was a bug in the original capx that prevents the checkboxes from being visible in Firefox, and I no longer have the capx to reexport it. It works fine in Chrome, though. We will be making an update demo soon.
[quote:2hf62fxo]Collision Boxes means that I will not have to create a collision sprite and pin the Spriter animation to it ? Can I use directly the Spriter object ?
Collision Boxes is a Spriter Pro feature, where you can add collision boxes to a character that are separate from the individual sprites. In this example, much like a fighting game you could just check collisions on the upper_body and lower_body collision boxes, rather than all the different sprites that make them up:
In C2 the collision boxes come up as sprites within the scml container, so you can do events like:
'upper_body' on collision with 'someOtherSprite'
- scmlObject - Play animation 'upperBodyHit' from start
Using the Spriter object directly for collisions will come eventually though. No ETA just yet
Updated the way plugin handles pivot points to fix a bug where shifting pivot points in an animation would cause the bounding box to be offset to an incorrect location.
Does this fix the delay issue from here ?
This does not change that. Ronei Alves seems to have found a solution here: