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  • Spine v4-beta: it has a curve editor!

What is


clean-all ?

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It uses animation clean up for all exports, without needing to specify `


clean/-m` for each one. I see it doesn't work in the latest though. We'll fix it but it won't work until launcher 4.0.09+ and editor 4.0.08-beta+.

Hi Nate
spine v4 curve editor really nice just one think if possible to add translate x and y offset in curve editor right now if i offset x y value also move

Hi karan,

We are well aware of this and it's planned in the future. There is a LOT of planned features, but as with everything it takes time to make it work as intended. As an animator, I can give you the tip to build the offsets in your poses, meaning, don't rely on moving the curves left/right to offset an action. Better build the follow through and overlapping action directly into your poses. It will make you a better animator.

Hi Sinisa,

I'm trying to improve my animation skills and what you mentioned got me thinking. I can see why we should not rely on the offset function, but I wonder, in which cases would it be a good idea to use the offset function?

For example, when doing looping animations ("idle" or "running") I tend to use the offset function quite frequently to offset the arms movement, the head, etc; and also to avoid the need to manually adjust the rest of the keyframes / curves.

Hi HyperSSam,

Good question! Well, the offset function is a huge time saver, and by all means, it's here to be used, BUT we animators should be well aware when and how we use it. Idle is the best example of how easy is to offset the body parts around and get naturalistic movement. But for walks, runs, attacks, etc. I never offset body parts, I always build the movement into the pose. This way I never get disjointed movement and my poses always feel solid. I would recommend this practice to everybody, to always think of your golden poses and how the body functions in relationship with each other.

Veteran Disney animator Eric Goldberg best known for animating the Genie in Aladdin often talks about what 3d animation misses from 2d, and its exactly this issue, how very often you don't feel this clean golden poses as everything merges together, body parts tend to "swim" around (btw. he has an awesome book that I would recommend - Character Animation Crash Course!)

In resume, the offset function, definitely awesome. But take mental notes when you are using it, so next time you can build this into your pose and your posing gets better. I actually tend to use offset on tails, cloth, flags, stuff like that. But, I know my poses, so offsetting is just a time saver and I approach my animation with this thinking in advance. Everything that is body mechanic, first I try to understand the physics to pose it properly, so I store the movement into my visual library and I can easily animate it next time.

Hope this helps, let me know. And feel free to ask if you have some case-specific thing in mind!

Got it, focus on the poses and use the offset function as a tool to save time rather than letting it be your main focus while animating. I will definitely try to start applying this for my new animations!

Thank you very much, this was definitely helpful 🙂

Dear Spine,

I love that there is a curve editor in this spine version. Yay!

But..Just this monday after a long while I needed the program again and thought I'd make something for our unity iphone project. I needed a reinstall due to serverconnection issues, which resolved by installing this latest awesome version. Then, after two days of animationwork and an export we can't seem to figure out how to get the animation from this version into Unity (via JSON export like last time). Do you guys have any tips? The runtime is only up to the last 3.8.xx version and we have a launch date in november. Iphone has two weeks apporval time.. so we are kind of in a pickle... Any help would be great.

Our current best solution is to make a spritesheet and load that into unity, but that is nowhere near as efficient.

Kind Regards, Jaïn.

@Jaïn, I understand you are using the latest launcher, but what version of the editor are you using? If you are using 3.8 (eg 3.8.99) then the 3.8 runtimes should be good for you. If you are using 4.0.xx-beta then unfortunately we don't yet have support for all the runtimes for beta versions. For spine-unity we will likely have it working with v4-beta exports tomorrow, if not the next day, in the 4.0-beta branch. Even then you should be wary, as things are subject to change in beta versions. I don't think they will, but it's possible.

5일 후

I was waiting for this for a very looooooong time ♥
I always have to draw those curve in a paper then edit the graph following the paper version curve.

Btw, it would be even better if translate can be separate into x and y, instead of having 2 bones to represent x and y axes (e.g animate a falling object with given velocity, like a ball bouncing)

That's a funny, but smart workflow @raaan127!
Now you have a real thing and your animations will level up and speed up, no need for drawing anymore (well, it's always good to draw, just not the curves)! We will separate x and y to be able to key them separately, in the future, but you can still animate them separately. No need for the bone for x and the bone for y. Make sure to check the Graph video https://www.youtube.com/watch?v=37CeFRzrjqc&t=148s. In the beginning, I animate a bouncing ball with only one controller. The video is sped up, in reality, it took me around 5 min to animate it. First I animated x, then y-axis. Try to replicate it. Bouncing ball is always a great exercise!

That looks awesome!
Are there going to be any price changes for Spine v4? I am working on a small indie game and want to buy a professional license soon.

We haven't changed the price in years so it's possible that the price may increase a bit for Spine Professional once v4 is fully stable and released as non-beta. Spine Essential will likely not increase. Don't feel rushed though, we have more features to add in the v4-beta so it will still be some time.


4.0.11-beta is available now! It adds selecting keys to the graph, though no box selection yet. It also adds automatic Bezier handles and a few other things:
Spine: Changelog: v4.0.11 beta

4일 후

The new Launcher is AWESOME! 8) 8) 8)
Keep the great work guys!!

4일 후

Loving the graph editor!

Quick question: Is there a way to easily select all keys for one bone then horizontally and vertically center the content that appears in the editor so it all fits nicely in the window?

I'm using CTRL + right mouse button to try to scale them nicely, but am having trouble scaling one axis without impacting the other and getting it to fit nicely. :think:

@OK_Rabbit, note both mousewheel and ctrl+RMB scales both axes the same amount (ie zooms) while alt+RMB adjusts the scale of each axis separately, depending how far you move left/right and up/down.

However it's much easier to just press Frame or turn on auto framing using the Auto button. That fits all the curves to the size of the graph. Usually that is what you want but if it's not, often it only takes a little fiddling to get from there to the view you want.

Also note you can click the dots next to each row in the graph to control which curves are shown. This can help when you need to hide a curve that has large values so you can more easily work on a curve with smaller values.

THANK YOU NATE!!

Frame was EXACTLY what I was looking for 🙂 🙂 🙂 I don't know how I possibly missed that button. Alt+RMB works beautifully too! Editing keys is SO much easier now!

What does the "Auto" button do? That one doesn't seem to have a tooltip, and nothing seems to happen when I activate it :think:

Cool. 🙂 It frames the graph automatically, any time the rows in the graph change. Auto is checked by default. We'll add a tooltip.

Oh wow that's super useful! I had unchecked it myself at some point, my workflow is even MORE efficient now that it's active and I don't need to hit "frame" every time I switch over to new bone. Great feature 😃

I'm so excited about Spine, this graph editor is so intuitive to use. Especially now that I know what (most of) the buttons do!