@arcionek
Joined on August 18th, 2017, this user has been a member for 3,245 days and is the 1,949th person to register an account.
Has 13 submissions, the first one uploaded on December 14th, 2016 and the most recent on May 31st, 2019.
Of those, 1 has been featured and 6 have won Users' Choice.
On average, each submission earns 5,427 downloads.
In total, they have been download 75,983 times.
Counting every individual stickfigure, including the contents of all packs, this user has technically made and submitted 52 stickfigures.
On average, when this user rates stickfigures, they are 87% positive.
Also, they are typically 78% positive when rating animation spotlights.
Has made 1,050 comments on non-activity pages of the site. Alternatively, this user has made 12,170 comments on actual activity pages of the site.
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@ralph Alright so. Woke up so now I technically have time to write about that suggestion lmfao.
It’s a very advanced feature and you need big brain to understand it. But as a result it would allow us to create massive rigs.
Just like modify branch, it has its own designed button and menu in Stick editor.
Unlike the rest, the window covers entire screen.
On the edge of top right corner we have the X button. On top left we have preview of which Nodes are being input, more on that later. You can change zoom by tapping on the preview and it goes between 3-5 zoom distances.
On the right side of the preview we have the entire coding thing.
It uses a lot of empty windows to input segment IDs, which are the draw order of the segment (the numbers which show which segment are on front). Next to each ID, there’s button to switch between A and L. (More on all coding aspects later, rn just telling the layout). There are two areas to input IDs, then one last window where you type in how big the change is.
Below the code stuff there’s + and – buttons, which are used to add a rule or delete a rule from rule list that exists below, similar to import stickfigure.
The only difference between the rule list and import stick is that its on multiple columns, without the sliders. I’m thinking of 3 columns for it.
So, the update and feature that would be named I’m suggesting as “nodegramming”, basically programming Nodes lol.
The example formula in the coding would look like
|21||L|=>|5||L|=>|120|%Alright so, the L stands for Length. It works on percents. Where 100 length is 100%.
The segment at the 21 spot affects segment at spot 5, where for every 100 length longer the segment 5 gets longer by 120. The amplitude number (current 120) can also exist in negative numbers.
Simple.
When tapping L to change to A, it works on angles. When swapping it on the 2nd ID, the last symbol changes between % and °.
While for L, 100 units is 100%. 360 degrees is 100% for the angles.
Angles have bit different conversion system. For each 1°, it makes the change by X amount instead. Been thinking for every 360° but that can make things a bit too hard to math later on. Anyway.
|3||A|=>|4|A|=>|0.5|°
I think it’s pretty self explanatory. Each one angle on 3 makes 4 move by half that amount.
Now, there’s the big meat. A to L and L to A.
L to A is basically for each 100 length, it does this many degrees of movement.
While A to L makes this many units of length for each degree.
No example since I think I explained it well, unless asked for.
When you type in your rule, you press the +, which adds to the code list. Example code preview would be 34A=>21L. When tapping on it, it fills in the numbers in the code inputs to see the ampitute etc. You press + to overwrite/confirm, if the id, and A and L match.
The only time when you won’t be able to save the code is if A/L of the 2nd ID is already being affected.
The code list is divided to 3-4.
1st is A to A, 2nd is L to L, last one(s) are A to L and L to A.Uh- that’s all I guess?
There’s also been thonk moment on some extras to it, like 2nd id also affects children like smart stretch. Or if 1st window id is empty, the angle of the 2nd id stays constant if it’s – to A.
Okay that’s all I have I think. I’ll yeet in images after school if I find time.
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@ralph ik sorry for being an ass with complex-ass suggestions.
I mean… I have another one but it ain’t so code crazy. I think.
Let me just ask. Would it be hassle if people could basically “code” a bit how their node functions? Like all segments have their own ID that’s what I know. Would be really troublesome for the coding standpoint if when segment A gets stretched, segment B gets shorter/longer by % set by an user. Same with ids user choose which id affects which.
I actually have a really good UI design that wouldn’t add any new sprites and would utilise everything that is already added.
Just wanted to know if should I hassle with the concept drawing tmrw or if it’s gonna be like “too hard to code lol no”
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“if i can’t get him to do it dammit i’ll code it myself”
amazing plan, really, i am legit impressed
no but seriously a very interesting idea
much, much, much more involved than you think
(edit a stickfigure, delete a node – ruin all IDs, also undo/redo events have to apply code, this code also needs to be run/applied/looked for during 60fps animation playback aka performance, etc)this is stick nodes PC stuff you’re over there in 2030
your other SS idea has me doing some brain churning though I gotta read what you said there (bookmarked) and reply proper
just been busy as hell lately and today and tomorrow doesn’t look much better dammit-
Replying to:
arcionek telling ralph his ideas

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Replying to:
Honestly I’m always wondering how tf does Ralph can understand suggestions that are done in some broken English that I can’t even understand yet he struggles at me suggesting something that is attempting to speak clearly and very basic-
I guess he must be fluent in dum dum
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http://sticknodes.com/sticks/smart-stretch-weapon-base-pack-zip/
for the method 3. Like that bow and gun.Muda called cause it’s technically useless-
Anyway lemme elaborate a bit on the rotating thing.
Basically sometimes you want your node to angle itself with smart stretch in specific way. To create illusion of it basically flailing around without the need to make like 4 angled variations of it-
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Damn you gotta share a bite you’ve been eating for 3 hours so it must be good-
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So, how’s lunch.
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So basically join hooks that disappear when joining.
Unless you mean already compiled models.
Then just put them as movieclips and save them for quick import.That’s what I did for my 20+ stick character lol
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There is a faster way. Even better one.
Put the movieclip as single-frame. Make it blink easily by just changing the value at moment you want it to blink.
It aint that hard since, you usually just use max 3 frames to blink or smth
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I guess it could be some another advanced window thing.
Like you get the stickfigure in default pose and you select what parts get what properties across what frames-
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thing with principles is, they are like a foundation of animation.
If one isn’t done, then entire animation isn’t good.
Go through entire 12 principles first to gain basic knowledge to at least get the idea.
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from my experience, do as much research as possible. Then analyse already made animations frame by frame trying to recreate in your head on how it was done and stuff.
Best part about learning that way is you gain animation knowledge without animating lmao
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google it
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Started sn in 2014, already animated in 2007. Only started improving in 2017 because I just now found out there’s thing called 12 principles of animation
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Honestly 10/10 cause it’s basically gucci stick node simplistic style
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Okay so that happened for some reason and wouldn’t change when refreshing-

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Stonks?
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Ps. Of all the ideas I’ve been suggesting I think this one is on the top priority that I’d want to see added tbh due to the versatile use.
I’ve been also thinking A, L and also S. Which would be segment scale. Could be useful for stuff like eyes where entire pupil gets bigger or smaller, more than that it could be at % so it’s more dynamic.

Also Ralph if you’re being confused you can just ask no need to strain yourself trying to interpret everything lmfao.
I’m tempted to @ some node makers to see what they think of this and how they might use it but I hate spamming people- someone do it for me.
reading this post just gave me a feeling of ø
Yeeted in bunch of terminology. 1st id being parent. 2nd id being target. 3rd input box being amplitude.
Anyways for obvious reasons target segment should be always static or smth.
Unless it would be moving, then it would need to affect parent- which is like damn-
morning and trying to get a bunch of stuff done before having to head out in a few minutes, seeing this post, let me leave you with this as a to-be-continued
still not ignoring you/this but see gif above for my current schedule that is ongoing ^
Reason why it’s so long because I had described everything there and how it would work precisely- so that’s why oof
Did you forget yet
no lmao
same bullshit
all day
rushing out ios 3.0.5
website issues
irl busy
that gif above is literally me internally 24/7
omg lmao
this is ridiculous
but in such a good way
you do know what you’re leading up to don’t you?
this is literally the beginning of ActionScript in Flash, but in SN
speaking of, “nodegramming” lol’d hard
i actually follow this
i mean a lot of it was explanation of the UI which i get, and the rest is explained well too, the actual functionality
this is some huge-brain mode stuff though I mean if i thought the movieclip update was torture-
the thing is with this is, like, it all relies on IDs of nodes
any edit of a stickfigure, thus borking its draw order aka the IDs of the nodes, it goes out the window have to start again
else I give nodes ACTUAL IDs like I do stickfigures and don’t just base it off the draw order
how do you supposedly not use caffeine or any drug yet you can type out theoretical features like this-
its on my “stuff to play around with when you feel like inflicting self harm” list
Aren’t segments already having some inner code id?
When you’re in creation menu you can only code there so that’s that.
And when you change draw order the script is actually following the ID but showing us the draw order number for sake of simplicity.
nah the draw order has always been the “ID” of a node, which is why i can’t let that be changed outside of creation mode
it worked back in simple times but as joining/locking/etc becomes a thing more and more i really should add a universal node ID like figure ID
Also I’ve gone through TED talk with others about that idea and we had stuff like you pull one segment and you get optimus prime turning into truck, or fully animated effects that are actually tweenable.
Just a lot of wacky shiz.
Also that coding menu could also allow to swap between some modes by pressing a button on the top for some other future features that seem too crammed in.
Like dat connector segment thing could be there.
you pull one segment and you get optimus prime turning into truck
that would actually make this all worth it…
Perhaps-
I’ve seen more use in just having like… Polyfill smoke. For like random mist and shiz. And all you do is just drag like 3 sliders and its pretty much random tweening smoke when you slightly move other sliders.
Also if stick scale was also included in this, dynamic pupils by dragging one segment would just make all animations much more expressive-
shit stop making this so cool because I need to get these other things done ive been pushing off for months pls stop
n o t h i s o n e i s n e c e s s a r y
But honestly that feature seems so necessary that it would be better to do early so people develop it more over time-
It’s kind of thing that gets more impressive by itself over time ngl
okay so, like, given a node that you basically pull and it transforms a transformer in/out of a car
how would it handle the user playing with the nodes to pose/animate him
when you go to move the control node again, how do those off-positioned nodes react
I think only static nodes can be the ones that are the “target”.
And depending how you create the node, you could basically have a static node that is the one that gets targetted, and on the same point have non-static node attached to the static node.
hm, that kinda kills the fun of this though
aka a transformer that can turn into people-form from a car, but then you can’t actually move him around?
essentially this would be no different than a Graphic movieclip where you just set the frame number to get a pose vs using a control node
hmm
I guess u didn’t get what I said.
0 length Static node that rotates around from the slider
On top of that the arm is attached.
oh, that makes sense
i was reading static but was not processing it as “not static” because stupid
well now we might be onto something when do you think you can have this programmed and done by?
Mate I find bugs not create them
how rude stop eavesdropping