• EditorBugs
  • 4.2 Beta version cannot be successfully exported

After completing the animation using 4.2.06, export the png sequence for viewing. The exported animation only has a few streamers moving, and the hair and most components are completely stationary. However, in Spine, it is a complete animation. Export the sequence diagram of the bones, and the majority of the bones remain motionless

  • Misaki님이 이에 답장했습니다.
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    Exporting the spineboy project with a physic constraint added to a PNG sequence appears to work fine. We'll need to see your project that doesn't export correctly. Can you please send the .spine file and images? We will keep them private. contact@esotericsoftware.com

    blgjdg Thank you for sending your Spine project! I have no idea what caused the export problem, but I just wanted to let you know why your Spine project has a warning icon on these bones: bone47 and bone107.
    If your physics constraint has rotate, scaleX, or shearX > 0 and the bone length is 0, then you will get the warning. The physics constraint cannot apply those to a 0 length bone. So if the length of the bone is greater than or equal to 0, the warning will be eliminated.
    However, as far as I have tried, removing the warning does not seem to solve the export problem, so please wait for Nate's answer on that.

    In your export settings you've set the range of frames to export so it only exports frame 0:

    Image removed due to the lack of support for HTTPS. | Show Anyway

    You just need to unchecked Frames: [X] Range.

    • blgjdg님이 이에 답장했습니다.

      Nate It's not a matter of scope. No matter how you render, only a part of the physical effect has an effect. Nate can try rendering it. I changed the scaling to 12.5 to export the preview faster. The sequence export animation is incorrect, but dragging the timeline to render a single frame effect is physically correct

      Ah I see now. This is a bug that happens because some of your physics constraints have an update rate of 120 FPS. We'll get it fixed in 4.2.08-beta. Sorry for the trouble!

      A couple comments on your project: You have 15.5k keys to loop the animation. If you export GIF, APNG, or video, you can choose Animation repeat, which may be easier depending on what you are doing with the export. You have 194 physics constraints for pretty simple movement. It probably would have been easier to just key the movement, but the constraints could make sense if you plan for other animations or want it to be dynamic.

      • blgjdg님이 이에 답장했습니다.

        Nate Okay, thank you Nate for your reply. Perhaps this is the charm of forum communication. Everyone can make the software better. Yes, using keyframes directly for simple movements would be faster. I just tested 4.2 in my spare time, so I can freely release the project. During the testing, I tried my best not to use any effects other than physics, although this may be a bit extreme,

        We try to make fixes quickly to minimize the suffering. Sorry if sometimes it takes a while to figure out what's going on. 🙂

        It is a good test, and it found an issue we can fix, so that's great. In general though, I think physics is best used in conjunction with physics. You can key bones as needed to adjust the physics behavior.