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--frame-tag does export all frames in v1.1.1 instead of tag frames. #897

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bfloch opened this issue Dec 13, 2015 · 10 comments
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--frame-tag does export all frames in v1.1.1 instead of tag frames. #897

bfloch opened this issue Dec 13, 2015 · 10 comments
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bug persistence Issues about loading or saving files / persisting information on disk
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@bfloch
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bfloch commented Dec 13, 2015

I have an .ase where on one layer there is 4 non overlapping tagged animations.
Aseprite.exe --batch --frame-tag "MoveN" player_v001.ase --save-as "out\test.gif"

The gif or pngs always show all the frames, not only the specified tag. This is also true for --sheet --ignore-empty.

Using the dialog works like expected.

@TheKK
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TheKK commented Dec 13, 2015

This might relate to #894.

Currently, --frame-tag only affects argument --data and --sheet. As I know --save-as and --sheet perform totally separated actions. (you can use them the same time to get sprite sheet and images for each frames)

Maybe we can redesign these arguments and commands to make batch actions more intuitive and easy-to-use, like aseprite info --layers --tags or aseprite export --sheet -o XXX.png?

@bfloch
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bfloch commented Dec 13, 2015

If that is the place for discussing it: Yes, I would be in favor of having the CLI a bit reworked simply because so far the interface rarely does what I expect it to do.
In case you use the internal json and workflow it might be ok - but if you want to pass your work to something like texture packer and are only interested in automation of the workflows with the CLI it is quite counter-intuitive.

Here is the use case that I am interested in:

  • Have an .ase represent the animation for a particular character. Suppose player.ase
  • The character has multiple layers and each animation cycle is represented by a tag.
    So far so good.
    Now I want with the help of the CLI either
  • Export merged layers for each tag mirrored in the file name: player_tag_001.png ...
  • Export split layers for each tag mirrored in the filename: player_layer_tag_001.png

Ultimately this would be what I want to do as this can be easily send to other external tools, as opposed to using the spritesheet and json data - and as I understand this should be the reason for having a CLI at the first place.

@dacap
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dacap commented Dec 14, 2015

Hi @bfloch. The frame tags is a new feature from v1.1-beta1 and we're adding missing parts to the CLI progressively (the UI is priority).

  1. To export merged layers it should be: -b player.ase --filename-format "{path}/{title}_{tag}.{extension}" --save-as player.png
  2. To export split layers it should be: -b --split-layers player.ase --filename-format "{path}/{title}_{layer}_{tag}_{frame001}.{extension}" --save-as player.png

Both commands have issues:

  1. {frame} is the global frame, not local to the tag, Add a special variable for --filename-format to specify frame names relative to the current tag #894 indicates that we need this new "local frame" or "tag frame" (e.g. {tagframe})
  2. --split-layers is removing tags in some way (so instead of _{tag}_ we get __)

I'll fix these issues ASAP and there will be a v1.1.2 this week.

Note: About redesigning the CLI, I'm not sure that would be a good idea, at least backward compatibility must be kept, and having two CLIs is not something I'd love to see. I've create this issue in case someone want to help with a better CLI.

@dacap dacap added the bug label Dec 14, 2015
@dacap dacap self-assigned this Dec 14, 2015
@dacap dacap added this to the v1.1 milestone Dec 14, 2015
dacap added a commit that referenced this issue Dec 14, 2015
…ceFrame is false

This bug was found in a comment in #897
@hepari
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hepari commented May 13, 2016

kuruna-staff-atk1

@dacap I'm sorry to bother you, but if you could spare some time to help me again, it would be greatly appreciated.
The history says this is 'added' to the v1.1 milestone...
Is it possible to export different animations of one .ase file under their respective frametag names?

For this example, I would like to have 'filename-ready.gif' , 'filename-idle.gif', and so on.

2016051316001

@dacap
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dacap commented May 13, 2016

@hepari actually it's not possible, but I'd like to add this soon (maybe in v1.1.5.5), keep in touch

@hepari
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hepari commented May 13, 2016

@dacap That's great to hear. I'm using Aseprite to organize my game assets, and I must say it's proving itself to be a nearly perfect solution. Can't wait to see that feature in action!

@dacap
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dacap commented May 19, 2016

I was working on this issue, but the change is so big that I'd prefer to include this in the v1.2 beta branch. I'll try to make it available on Steam beta branch maybe next week (or a couple of weeks with other new features). Keep in touch.

@dacap dacap modified the milestones: v1.2, v1.1 May 19, 2016
@hepari
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hepari commented May 19, 2016

@dacap Ahh, okay. Then I will opt into the beta branch once it's up :) Thank you for letting me know!

@dacap dacap added the persistence Issues about loading or saving files / persisting information on disk label May 31, 2016
@dacap
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dacap commented Jun 1, 2016

This will be available in v1.2-beta1.

@dacap dacap closed this as completed Jun 1, 2016
@hepari
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hepari commented Jun 2, 2016

Thank you for letting me know, David!
I've opted into the beta branch now.

On 1 June 2016 at 23:51, David Capello notifications@github.com wrote:

This will be available in v1.2-beta1.


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