Dan_Tsukasa

  • 2015년 8월 23일
  • 2014년 4월 29일에 가입함
  • Hey Guys.

    My character in spine has lots of body parts that appear and disappear regularly depending on the animation the character is playing.

    In spine this all works perfectly fine, but when I bring it into unity I notice that if I don't let an animation finish before moving onto the next, then a body part of 2 doesn't appear.

    This is also evident in the inspector when looking at the skeleton to check the animations.

    Is there a way to get around such an issue without having to key every single frame of every single animation with visibility?

    Here is a Gif of what i mean (note, for some reason this gif doesn't want to repeat...).
    http://i.imgur.com/3z5yf1O.gif

    I've keyed the first and last frame of each animation, but keying every individual frame isn't so great.

    Note: I'm keying the visibility in the tree view by unchecking the circle in the 'eye' column. I'm not changing the opacity, would that be perhaps a better way?

  • Spine is 2d only, you can fake some depth using meshes but thats sort of it.

    If you want a 3D version of spine i suggest checking out Maya, 3ds max, Blender or Softimage, though you'll have to model things in 3d in order to be able to animate them in 3d.

  • I'm also thinking it Might be a bug, I'll need to test it in another scene and see if the issue is still there.
    The 'Path remains blank regardless of what I do, I changed the path and then changed it back again just now to doublecheck incase a connection was lost, that also doesn't change anything.

    Its not a big issue but the larger a project and the more folders you have, plus how long the names of your files or folder names are, it could get very large.

    Another good way to avoid this though is to be able to extend the size of the tree view as I mentioned.

    Really appreciated you marking is as important, thanks a bunch, you guys are awesome.

  •  Loading Image

    As you can see in that tiny screenshot Spine images and Meshes (converted from images) pickup the file path along with the filename, this is rather inconvenient as with the inability to change the size of the Tree window, I have to scroll to the left far too often in order to see a whole file name.

    You might say that I could simply rename my initial folder, but then that breaks the mesh connections (something that filling in the 'path' option doesn't fix, path appears to do nothing), resulting in the mesh image saying 'not found'.

    Would it be possible to update this in a future version, if I try to rename the mesh then the connection is also broken regardless of what I name it.

    Additionally being able to detach or change the scale of the Tree tab/window would be a great feature in itself.

    Note, I can rename the bones, and also the container, but not the mesh/image itself.

  • Woop something I know the answer to!

    Go back into the Editmesh options and modify, now move some of your points so they're further away from the image.

    When your image is a little larger than the bounds you've created your mesh at, things get a bit crazy in spine, even if just a small corner pokes out of the mesh bounds you'll get those invisible areas. I recently had this and fixed it that way, tested again and indeed that was the issue.

    Additionally, from this shot here, it seems like you're going a bit overboard with this image, a wiser choice (requiring dramatically less points) would be to have things like the eyes, nose and mouth be seperate images that you overlay ontop of the empty face.

  • Hey Guys,

    Currently when I want to export something it makes the scaling full screen.

    My 'parts' are all HD, however when used in-game they're much smaller.

     Loading Image

    The snapshot above is the scale of the images themselves, at optimal zoom level in spine, this is necessary for it to still be clean and clear whilst animating, but in-game the animations are of the follow scale:

     Loading Image

    When I try to export a gif, jpeg, avi or quicktime, they're exported at the scale of the first image, wheras I want them to export using the zoomed out view.

    Is it possible for there to be a scale modifier in the export options?

    Additionally, is it possible to export all animations instead of just the current one, and perhaps is it possible for the gif format to automatically loop based on the first and last frame of the animation (alternatively the user could set the loop start-end points in the export.

    This isn't a bug, so I figured this would be a better place than the bug forum.

  • Shiu wrote

    You're right, the duplicated mesh should of course be weighted to the duplicated bone and not the original. Notifying Nate of this, can't say when he'll be able to get a fix in for it since it is probably not the easiest of fixes. 🙁

    Ah I see, perhaps it might be a difficult fix then, but for sure its going to be a very useful feature, in most platformers the arms are the same, as are the legs commonly.

  • Hey guys.

    I have a character who's arms and legs are the same (not symmetrical, actually the same front and back from a side on view), and I was thinking it'd be quicker to simply copy and past the front arm plus its bones and rename it (and its bones) accordingly, but I can't seem to find a way to do this that keeps the mesh and weights intact.

    Has anyone else attempted this?