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I am on version 4.0.17.

Spine/Unity are completely fucking up my animations and I've spent hours trying to track down why its completely fucked with little to no progress.

One thing I HAVE determined is that "Animation clean up" is deleting necessary keys in my animations. With it enabled, ALL the selected keys shown in the picture are deleted from the export.

In Unity, my animations are behaving extremely glitchilly.

https://i.imgur.com/eagTeOw.mp4

Pictured here, you can see there are two massive choppy cuts to the motion that DO NOT EXIST in the animation.
The furthest thing I can tell is Spine or Unity is just deleting anything that occurs after 16 frames of animation. If my animation is shorter than 16 frames, this does not occur.

This is a MAJOR PROBLEM, because I need animations longer than 16 frames.

Edit: follow up, I've stripped away every single piece of my project and its still doing it. I deleted and remade every asset and its still doing it. I made a whole new animation and its still doing it. I am doing every single possible thing I can conceive of doing and its still doing it and I cannot find a single reason why its still doing it and I'm going insane trying to fix this steaming pile of shit.

Sorry you are having trouble.

You can apply animation clean up by clicking the animation, then Clean Up. You can do this to see what keys are deleted. If you think it should not delete some keys, please post or email the .spine file and let us know what animation and which keys should not be deleted. The screenshot isn't enough for us to fix it.

For now you can disable animation clean up when exporting.

Nate wrote

Sorry you are having trouble.

You can apply animation clean up by clicking the animation, then Clean Up. You can do this to see what keys are deleted. If you think it should not delete some keys, please post or email the .spine file and let us know what animation and which keys should not be deleted. The screenshot isn't enough for us to fix it.

For now you can disable animation clean up when exporting.

Tried disabling it, its still doing weird things. I will try to send you the file but the major problem is that it DOESNT do the weird thing in Spine, it only does it in Unity, I am tearing my project apart but I cannot find a single reason why Unity is clipping off those frames, and I cannot figure out if its Spine or Unity or what.


As far as I can tell, Unity is just ignoring keyframes completely arbitrarily. I cannot find a single reason why its doing what its doing. I'm tearing my hair out.


Just before it reaches the end of the animation it jerks once, then twice.

No jerk in the animation in Spine.

https://imgur.com/a/lj2IAQ0

Animation completely worthless and unusable in Unity.


Even more simplified animation, still fucked.

https://imgur.com/a/yPxVU8q

There is no combination of settings that prevents it from occurring. Even when the animation has no transition at all, this occurs.

Very strange. There could be a bug in spine-unity. Does it occur when displaying an animation in Unity, without the Unity timeline stuff? To be sure, you are using the 4.0.17 editor and the latest spine-unity for 4.0? Do the spine-unity examples work correctly for you?

Tomorrow (EU time) our Unity expert Harald will be here and he may have some good input.

One way to determine if the problem is with all runtimes or only with spine-unity is to use Skeleton Viewer to display the skeleton, which uses the reference runtime (spine-libgdx) that all other runtimes are based on and that the editor uses. If you don't see the problem there, the problem is in spine-unity. If you see the problem in Skeleton Viewer, that means it's likely a problem in all runtimes.

At any rate, if you can give us a project file that doesn't display correctly at runtime, we would be happy to fix it! If it only occurs in a particular Unity project setup, we'd also need such a project.