• Runtimes
  • Export Spine to video/gif by iOS or Android native app

Hi

We're using Spine to make animation and show it on our application (native app). Our application support users draw something on the animation, after that, they can share it to Facebook/Social. But there is no spine runtime can show the animation on native application and export it to video and/or gif file

Please help us, thank you!

(We have already bought Spine license 8) )

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I'm afraid we have no plan to add video recording to the mobile Spine runtimes. This is more a question of what your engine can do, and not something our Spine runtimes can provide. If you use Unity, there are a few screen recording assets on the asset store.

Thanks for your answer! We still need your confirmation again upon a clearer description of our problem as below:

Requirements:

  • A native app displays a SPINE content as a short animation.
  • Users can view that content and edit it by adding text.
  • Users then can share the edited animation to SNS like Facebook, Twitter...

Questions:

  • Is it possible for a native app on iOS to display SPINE content?
  • Is there any way to export the animation to video or gif on a native app, especially on iOS, so the sharing feature as mentioned can be implemented?

=> Please confirm that whether SPINE runtimes supports those two issues in any way. We really appreciate if you can suggest any approaches that may help our app requirements be satisfied.

iOS apps can be built which use Spine, sure. The Spine Runtimes don't write video or GIF, but they do render the skeleton and animations. You could use the Spine Runtimes to render the skeleton at each frame of the animation, then write code that encode those images as a video or GIF. Eg, using libgdx you can render skeletons to an OpenGL FBO using the FrameBuffer class, then you can get the pixels and somehow write them to a GIF or video file.

Do you have any demo for this? On iOS native, the Spine Runtimes can render the skeleton at each frame of the animation to an OpenGL FBO??
Thank you for your support!

None of our demos write a video or GIF file. Spine is a tool for designing animations, the Spine Runtimes are a tool for rendering those animation in your applications. You'll likely want to look at the game toolkits that can use the Spine Runtimes, and choose one that fits your needs:
Spine: Runtimes

Ok, so I've spent the past couple weeks updating my Facebook integrations...

latngatvn wrote

- Users then can share the edited animation to SNS like Facebook, Twitter...

There are a couple methods for uploading to Facebook. The 'publish' method and the 'share' method. To publish, you will need 'publish_permissions" granted on the user/photos edge. Any app that requests 'publish_permissions' must go through the review process before being allowed to request publish permissions.

The 'share' method is much simpler and works in many, many cases. It doesn't require any review process. To upload a photo, you have one of two options: upload directly to Facebook or Upload to your server and then 'share' a link to the photo.

To upload directly to Facebook from iOS using the 'Share' method, your end user needs to have the latest Facebook App installed and needs to be running iOS 7+. This will allow you to attach the photo directly to the FBSDKSharePhotoContent.

TL;DR: The GIF generation is not your biggest hurdle. Just render to FBO and save to data array: http://stackoverflow.com/questions/16509531/render-opengl-es-2-0-to-image
and build a gif:
https://github.com/ginsweater/gif-h

2년 후

Hi
finaly, had you found the solution?
i has the same problem now, i need some help,please