|
Post by Hippani on Jan 18, 2016 21:53:02 GMT
Dare I say, I have a link to the new beta version of Hippani Animator 5. Just to be clear, this is still work in progress and there are a few features we still want to add/finish before launch.Download 5.0 Beta for Windows500+ new primitive shapes available in the editor, drawings and images. New slider object. New select object. Movie types. e.g. HTML5, animation and only show available features. New templates (Only basic templates are currently available, more to come.) Script in timelines. Nested script ID e.g. SetTextBox("Info.Title"); and Info.Title.X=100; Set CSS classes on objects e.g.Target specific objects and set your own styles. Link to external JavaScript and CSS files. HTML5 export (work in progress, planning to add HTML5 only objects like canvas and also replace generated code with normal code) External script export (Place all your custom code in an external file). Updated OS X version (We've got a new mac developer and the mac version has had a massive upgrade). Updated interface and icons. (Still fine tuning those icons, we're back to colour again ) SVG upgrade. (Quite a few fixes) Various bug fixes. Several new features still in development. We haven't had chance to add the new pay per month system, so the old system stays for now. Sorry we're 4 months late.
|
|
|
Post by genetipetz on Jan 18, 2016 22:53:51 GMT
Gordon,
This is very exciting news! Thanks for sharing the Beta. We can't wait to dig in!
|
|
rexmor
Junior Member
Posts: 27
|
Post by rexmor on Jan 19, 2016 8:59:53 GMT
Exciting updates. I wish the responsive layout could be easier on the next build.
I encountered a Fatal Application Error when pasting a copied graphics from other application and paste on the stage.
|
|
|
Post by Hippani on Jan 19, 2016 9:03:46 GMT
Are you able to reproduce that error?
Yes, there is a lot of things people really want. We plan to just keep adding stuff, until as many people are as happy as possible.
|
|
rexmor
Junior Member
Posts: 27
|
Post by rexmor on Jan 19, 2016 9:33:55 GMT
Hi Gordon,
Here is the Error.
==== Object reference not set to an instance of an object.
at Hippani.Core.Menus.ShortcutKey.Contains(Keys K) at Hippani.Animator.Controls.MovieEditor.OnKeyPress(HCKeyEvent e) at Hippani.Core.HCForm.OnBaseKeyPress(HCKeyEvent e) at Hippani.Core.HCBaseForm.OnKeyPress(KeyPressEventArgs e) at System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m) at System.Windows.Forms.Control.ProcessKeyMessage(Message& m) at System.Windows.Forms.Control.WmKeyChar(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at Hippani.Core.HCBaseForm.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ======
|
|
|
Post by noirflou on Jan 19, 2016 10:58:58 GMT
Great news ! ! ! ! I'm going to try it at once! Thank you
|
|
|
Post by Hippani on Jan 19, 2016 12:37:36 GMT
What does everybody think so far?
Good? Bad? Ugly?
|
|
|
Post by justme on Jan 19, 2016 12:57:54 GMT
Am I correct in thinking we can not use our current license key for the beta? I only took a quick climpse so far but I am glad the yellow is gone in the menu's. What is the reason you are not following default Window menubar display and such? Will give a better report later on. And I am glad to see an update
|
|
|
Post by Hippani on Jan 19, 2016 13:42:55 GMT
"default menubar display"? What's that? You can upgrade for half price, you put int a v5 key and then your v4 key. We've always done this. www.hippani.com/?S=AnimatorPrice5
|
|
|
Post by Hippani on Jan 19, 2016 13:45:09 GMT
If you mean the titlebar, it's so you can use every last pixel of your screen. No wasted space.
|
|
|
Post by genetipetz on Jan 19, 2016 14:21:57 GMT
Gordon - very excited about the opportunities for script in sub-timelines. However, I have a couple of issues when I tried it out: 1. When you go to add an object (I used an image) to the sub-timeline, there is a "frame" line for script objects and then a greyed out line where the normal frames would be for that object. I then added a second image to the timeline and an editable line of frames shows up, but it is on the same row as the first object/image I put on the stage. I cannot seem to add key frames for that first object I put on the stage - only second objects and script frames. Seems like the greyed-out line is what used to be the "header" line associated with the layer header (see screenshots below): 2. I had hoped that you would be able to assign scriptIDs to objects in the sub-timeline - much like in the main timeline - and then reference and call them from code. Even if you do not animate a sub-timeline object using the sub-timeline keyframes, the advantage of this functionality it that you can effectively "group" objects together into snippets of animation that can me moved about the Stage as a group - but also (and importantly) allow you to manipulate parts of the sub-timeline in code. It really would be awesome to have the sub-timelines mirror all the functionality of the main timeline.
|
|
|
Post by Hippani on Jan 19, 2016 14:51:18 GMT
Yep, 2. that's what it is supposed to do. We'll get that sorted.
|
|
|
Post by Hippani on Jan 19, 2016 15:22:08 GMT
Ok rex and gene, both those bugs are now fixed. Update the software.
|
|
|
Post by genetipetz on Jan 20, 2016 6:04:57 GMT
Thanks for the quick fix on the Timeline issue #1.
Here's another "quirk" I noticed:
1. Create a sub-timeline and add a script frame with an alert [e.g., alert("hello world"); or any other code] 2. Add the sub-timeline to the main stage movie timeline 3. When you play the Movie in the Player - the sub-timeline runs fine and executes the code in the script frame as expected (Yea!) but....
4. If you try to preview that frame code running in the Player that opens when you are editing the sub-timeline, only the stage elements of the sub-timeline execute in the Player - the script frame code does not execute in the Player preview for the sub-timeline
Now that raises an important point - The sub-timeline frame script may not "know" anything about the overall Movie - so it probably can't preview this code correctly if it happens to reference broader Movie objects and code. However, I do want to be able to call broader Movie functions from within the sub-timeline. So... I just want to bring this "quirk" of preview to your attention, but I do not want you to "fix" the preview ability of code running in a sub-timeline if that would mean I couldn't reference Movie objects/code outside the scope of the sub-timeline. Personally, I'll live with the "problem" of testing my sub-timeline code by running the broader Movie (as it now works). But... if I can, have my cake and eat it too, and get the sub-timeline frame script to run in the preview Player while referencing Movie-level objects - then that's ideal!
|
|
rexmor
Junior Member
Posts: 27
|
Post by rexmor on Jan 20, 2016 6:44:34 GMT
Ok rex and gene, both those bugs are now fixed. Update the software. Thanks Gordon. The bug is fixed! If this software has an option to publish as SCORM package then this would also be a great software for Courseware Development. Cheers, rex
|
|