Sprite Frame Manager

Discuss issues pertaining to the Creature Animation Editor here.
Rinzzler
Posts: 41
Joined: Wed Dec 30, 2015 3:41 pm

Sprite Frame Manager

Post by Rinzzler » Tue May 03, 2016 1:23 pm

The sprite frame manager sometimes makes a huge mess of my imported sprites for swapping. Is there a way to prevent this or do you know what causes it so I ll try to keep from doing that. I thought erasing one of the formerly imported sprites messed up the regions so i tried not to do it, but this happened when i added the latest one.

Thanks in advance

Image

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Sprite Frame Manager

Post by chong » Tue May 03, 2016 2:50 pm

Hello,

Sorry but this does look like a bug in the Sprite Frame Manager. I will need to take a look at it and fix it.
In the meantime, you might have to re-import your sprites again.

Cheers

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Sprite Frame Manager

Post by chong » Tue May 03, 2016 3:40 pm

Hello actually,

I wonder if the imported frames are too high in resolution and you are running out of sprite swapping space.
Do you mind using much lower resolution input frames and seeing if it works.

Cheers

Rinzzler
Posts: 41
Joined: Wed Dec 30, 2015 3:41 pm

Re: Sprite Frame Manager

Post by Rinzzler » Tue May 03, 2016 6:59 pm

It is possible, I am using moderately large images. Is there a fixed canvas size for the entire thing because I have a large amount of images for sprite swapping so i can calculate how small they should be for me to fit them all in.

Thanks

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Sprite Frame Manager

Post by chong » Tue May 03, 2016 7:56 pm

Hello,

Yes I think there is a fixed total 2048 size for it ( i need to double check again).
It probably makes more sense to import smaller sized images and give it a go.

Cheers

Rinzzler
Posts: 41
Joined: Wed Dec 30, 2015 3:41 pm

Re: Sprite Frame Manager

Post by Rinzzler » Tue May 03, 2016 7:59 pm

2048*2048 for the whole thing, including the beginning regions? or just the sprite frame manager part?

Thanks

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Sprite Frame Manager

Post by chong » Tue May 03, 2016 8:15 pm

Hello,

It's just the sprite frame manager part.

Cheers

Rinzzler
Posts: 41
Joined: Wed Dec 30, 2015 3:41 pm

Re: Sprite Frame Manager

Post by Rinzzler » Fri May 13, 2016 3:50 pm

Hopefully you will see this chong

Is there a limit to how big the imported .png image can be? And if there is how does Creature handle it, does it scale the image itself?
Thanks

Rinzzler
Posts: 41
Joined: Wed Dec 30, 2015 3:41 pm

Re: Sprite Frame Manager

Post by Rinzzler » Fri May 13, 2016 3:50 pm

.png image imported during the Meshing phase

chong
Posts: 1178
Joined: Thu Feb 19, 2015 2:21 am

Re: Sprite Frame Manager

Post by chong » Fri May 13, 2016 4:00 pm

Hello,

You should be able to load large images into the Meshing portion of it. It simply takes the original resolution of your imported texture atlas.

If you are importing multiple PNGs with the built in texture packer, then it will prompt you for a packing resolution. Please make sure there is enough resolution to pack those images.

Cheers

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