The sound playback rate? There isn't a sound playback rate option in Spriter or the C2 plugin, I'm not sure what you mean.
I was talking about the official C2 audio object. Since I added the spiter plugin I seem to be having issues with sound being played using the audio object but mystery solved I changed my preview platform to IE when I normally use chrome. DOH!
In the plugin? You say now, did they not before?
Before I added the spriter plugin and imported my spriter files all audio was working correctly, but as I said above it was the preview platform.
The sprite origin should be set to where you want the origin from Spriter to appear(the crosshair in the canvas in Spriter)
Sure but in your video you create the GreyGuy stood on the origin. IIRC you then set the spriter object to the x and Y of the player sprite. Which should make it look the GreyGuy is floating above the ground, but for some reason in your video he appears correctly. So I assume you changed the origin in the player sprite before recording the video? That maybe confusing to some users at first when learning from the tutorials.
Thank you, fixed.
I'm not sure what you mean. The scml plugin shouldn't affect you getting the proper origin from the component sprites.
So what i had created was an aim animation. Gun pointing to ground. Then straight ahead. Then pointing directly up. Then I get the angle between the robot and player and set the current time as a ratio in the aim animation so that I could point the gun at the player. I then told the gun to spawn a bullet every tick. The bullet is a sprite using the bullet behavior, which is set to the same angle.
Despite the gun being in the right place and the bullet moving at the right angle the bullet was spawning at the origin from the first frame of the animation.
To fix it I set another sprite to the guns x and y every tick. Then spawned the bullet from the new object.
I'm not sure if that was C2 issue or a Spriter issue, but I thought I would mention it none the less.
Make sure your events to set the sprite to a position are somewhere where they will be fired upon the layout restarted. If you'd like, you can send a capx to email@example.com
explaining how to quickly reproduce the problem.
I have not investigated it fully yet, but since I was listing stuff I thought I would just include it. I'll take a look tomorrow and if it is truely a Spriter issue I'll send you an e-mail.
If you mean move the origin within Spriter, you can do this by holding the 'm' key and clicking and dragging the background. There will be a more obvious way to do this in the ui in a future version.
Pressing 'z' lets you select all of a bones children. The pro-version lets you right click and hide selected items.
if you select items, and hold control and then click to make a change (like click to drag to a new position, click to begin an angle change or ik chain movement, etc) it will create a clone of the objects and apply to the new objects instead. Due to the complexity of all the parenting operations involved in the cloning it may take a moment or two before the clone takes effect. We will optimize this in future versions.
Awesome thrice in a row.