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(1 edit)

Hi, thank you for the bug report, I'll try to reproduce the issue. So you made an animation with bones on all the parts, then you transformed the tail to mesh, and when you try to add animation keys to move the points it moves at this moment ?

Actually, I was streaming when this happened, and it got captured on the VOD:

https://www.twitch.tv/videos/2150126761?t=00h30m05s

(skip to 30:05 if it doesn't do it automatically)

You can see the exact sequence of buttons I clicked to trigger the crash; and then I repeated that same series of commands and it crashed again. (Fortunately, thanks to autosave, I didn't lose my work!)

Oh nice, thank you. Ok certainly because the points have been added before transforming to mesh. I'll have a look, and I see you animated without bones maybe you will find animation easier by using bones, also for mesh deformation it can be really useful : 
https://docs.pixelover.io/tutorials/bones_animation
https://docs.pixelover.io/tutorials/mesh_deformation

For the tail (and the legs maybe ?) you could maybe be interested to use inverse kinematics : 
Inverse kinematics - PixelOver Manual

Genuine question, is there a reason to use bone animation rather than just applying transformation/rotation/skew/etc. to the component images directly (when working with 2D sprites)? I've tried using bones before and while they were all right for more complicated parts of a sprite (legs, in particular), it was an extra step and I'm not sure how much more efficient it makes the process overall.

(Example sprite I made using bone animation, though it really only ended up necessary for the front leg)

I ask because I have to make over a hundred of these animated sprites for my game, so the more efficient I can be about it, the better.

Thanks for linking those tutorials. The inverse kinematics one was pretty brief but that's good info to have on hand. It might be a bit better if it were written out the same way as the other tutorials; or even better than that, a narrated video walkthrough. In general I think PixelOver is a useful tool, but I have a hard time recommending it to my peers due to the relative lack of accessible tutorials. I think if the documentation was more comprehensive / in video format this would go from good to excellent. That's just my two cents; I'll keep on using it regardless.