Daniël wrote:To answer your first question, here are some examples:
As you might be able to tell, the figures themselves aren't quite as representative as the figure names (which would have been more obvious if you were able to see the full figure name) as I kind of categorize them really well. For each scene I just create the figures I need there and it'd be much easier to find the figures I need if I was able to search them by name.
For you second question, here's a background I made.
I gave every figure one origin and removed all things beyond that. This way it's much easier for me to move parts of the background around and send them to the center easily. It also helps me know where the place the figures without having to check their places again after it has left the figure builder.
The bad part however is that I'm never able to see what figure I've selected, meaning I have to either move every figure until I stumble upon the right one or check the color for each figure. Which takes a lot of time.
Hope this clears things up.
Why are you not able to select the right figure? Do you forget which handles belongs to which figure? I may add the ability to select a figure by clicking anywhere on it at some point as I can see it would make things a bit easier. However, it won't be simple and so not for the next version. I need to write code to check if the mouse coordinate is inside a figure segment. That's fairly easy for lines and circles, but not so simple for sprites.
Krovavaya Luna wrote:Not sure if this has been suggested before, but is it possible to make it so that you could move the 'camera'? It would be far more convenient to animate something involving camera movement if you could have the option to have all the .stks in the animation in place and just have the camera move instead of having the camera in place and move all the .stks around it.
Pivot is a 2D animator. There's no difference between selecting all figures and moving them and moving a camera. If you want to create the effect of 3D then you have to do it manually. To create parallax effects due to camera movement you would have to assign 3D coordinate to each figure joint and you end up with a 3D animator, which would be a completely different program.