It's seems that all active animations and charactermaps of existing Spriter objects in Construct 2 are not saved when the save function is used.
What happen is that all the charactermaps are removed and the animation defaulted to first animation on the top of the list.
The objects themselves are saved, along with the variables in the objects, just not the both mentioned above.
I can do a workaround easily on my own but I just wish to inform you regarding this issue.
Thanks for the info. I think there was a necessary reason why it does minimal serialization for saving, but I can't remember it at the moment. I should be able to look at this again in the near future.
Hi Lucid, I've been reading and I'm just been curious about something and how it relates to C2. I have been looking into the lip sync via papagayo and Spriter's support for it - I'm just curious how it might be practically applied. Does each line of dialogue that you want to sync have to be created within the Spriter editor and then exported as individual animations, like you would have a walk cycle, idle, jumping etc... would you be calling say, 'anim_dialogue_134' etc and potentially having hundreds or thousands of individual lines explicitly created like that?
Does each 'speaking' animation work explicitly, i.e. would your character be stood potentially motionless, idle etc, could you have your character speaking random lines while running, jumping, shooting etc and have them in sync - or would you have to say, export a separate head object and somehow bind them together in C2?
Sorry this is all speculation for the moment, like I said I'm just curious as to how it would be implemented and how well it's supported currently.
The lip-sync gets baked into the animation within Spriter. Eventually I plan to make it so you can control sub-animations (which would enable you to play a separate animation for the head talking, while playing the running animation for the body), but I won't venture an ETA on that just yet.