Also, off the back of this. Is there a way to key all slots NOT visible in editor to be hidden in an animation? (Rather than having to go through all of the slots and manually key everything as off)
matt_foxfuelled

- 2023년 12월 20일
- 2022년 5월 5일에 가입함
Hi Guys, Im wondering if anyone knows of a way to only show images/slots in setup mode that are only used in a specific animation?
As in, if I have an animation selected, in setup mode, only those slots/images are visible.
Its a real bind to have to manually go through and hide all the other slots again if I need to make a change in setup, only to have to unhide it all again after.
If there isnt a way to do it, could this feature be added?
Amazing! Thanks for the rapid turnaround on this!
Matt
So, off the back of this issue, I have another couple queries! (Sorry!!!!)
https://www.youtube.com/watch?v=qWaJKb0dolI
When NOT trimming whitespace, adding [bone] to a layer name creates the bone at the center of 'the trimmed whitespace' part of the layer, NOT at the center of the layer. Is this correct behavior?
Also, I have another Test that I can't share, but when I have a group with the [bone] tag. (All images are 1920x1440, zero is at the bottom middle). The bone is being created at -234.0,85.0? The only bone above it is the root bone (0,0). I don't know why this is happening, but it doesn't feel correct, my guess is it should be at (0,0)?
Thanks
MattHi guys,
Im doing yet more tests before we go into production. One of these has been an issue with exporting from Photoshop without trimming whitespace (as an option to make sure all art is correctly placed). When doing so, I am moving the rulers in photoshop so (0,0) is at the base of the image in the center. Export is at 100%, Json File made. DONT trim whitespace, and 0 padding.
When importing data into Spine, my images are coming in offset up and to the left, not at the desired (0,0) as expected.
Any ideas? I'm trying to find all of the issues we might face in production now before we start, and I am finding odd issues like this.
Link to Video on Youtube: https://youtu.be/PbGGPYie_Ao
Any help is greatly appreciated!
Thanks,
MattThanks for that info Nate, much appreciated. Whilst testing/investigating this, I found that when dropping an image onto a bone, sometimes the image and slot get offset by 0.5? Is this to counter the fact that the image is of odd-numbered pixels in width/height? I also found sometimes that Images have a 0.0001 offset (rounding error?)
Is there a way to Always get an image/slot to have Zeroe'd out values in translation? Or could whitespace be trimmed to only even-numbered pixel sizes?
We are going to look at using non trimmed whitespace images to make sure everything is 'exactly where it should be all the time'.
Thanks for all the help!
Can I make a small suggestion also? In the json file exported from Photoshop, Would it be worth storing the Scale and Padding info? That way IF someone comes along and re-exports from Photoshop, they can check their settings are the same as the previous export.
It IS possible that I may have changed the padding thinking I had it on 2 initially. Would that have the effect of moving the image the exact distance the bone was moved? I definitely didn't change scale. Also, would there be a reason it only affected a few of the slots and not all of them in this case?
Also for future reference, when the artist works on replacing sketches with Final art, and if these images differ in size from the originals, is that also going to offset images in the spine file?
I'm currently looking at adding in redundant bones to make sure (as much as possible) this doesn't affect us, but my worry is that this in itself is adding complexity.
Hi Nate, thanks for the rapid response!
I'll run you through what I did (as best as I can remember! As I didnt keep the file in its broken state #sillyme)- Initial export of Photoshop layers to Spine WITH JSON file
- In Spine Import data (using the JSON file) This gave me a root bone with Slots containing the images from Photoshop.
- Selected all the Slots and created new bones (1 for each slot)
- Edited the placement of some of the bones using the 'don't affect images button'
- At this point, after talking to an engineer, we decided to edit the names of some of the layers, so back to Photoshop and edit the names.
- Re-exported from Photoshop to Spine.
At this point I went back to Spine, only to notice a few of my images (the slots) had moved, and of course, at this point, I didn't know why.
I had NOT imported data at this point. I had only updated the images in photoshop, and nothing had been touched in Spine, but for some reason, the images that I had moved the bone position on had moved exactly the amount that I had moved the bone and were now offset by that amount.The above info you've provided is really useful, however as the images updated 'behind the scenes' before I had come back into Spine, I had no control or understanding of why the images had offset just from re-exporting them from Photoshop.
I think what I am trying to understand is, what is it that made the images move, just from re-exporting from Photoshop?
The reason this is so important is, I am not creating the images, someone else is, and I want to be sure that as he is working in parallel with me first creating sketches, then final art, that I as the Spine person, do not have to wait for all the art to be finalized before I can start setting up and animating. I need to be sure that whatever process I do in Spine isn't going to break if I get updated art.
I hope this makes sense. Let me know if you have any insight into this.
Many Thanks,
Matt
*EDIT - Are you saying that IF the assets are offset for whatever reason, r-Importing data to the existing skeleton should fix it?
**EDIT I am all about the pipeline!
Hi Guys,
I just want to check that this isn't something 'wrong' in Spine?
As a workflow, what I am aiming for is importing images from Photoshop using json file. Then in Spine, create a bone for each slot, then set up hierarchies etc to animate with. As a part of this process, I want to be able to move the bones into position (using the 'don't move the image, only the bone' button). This all works as intended. I go away and set up some animations...great!
Now lets say one of the 2d Artists edits a layer in the PSD file, or even just renames a layer. I want to export again to Spine, and the images come in fine. BUT...if I've offset a bone that had a slot and image below it, that is now offset.
Is the only way around this to create extra bones in the hierarchy rather than using the 'don't move the image, only the bone' button?
It means my skeleton is going to be overly complex.
Any help is appreciated as this is a pipeline we are trying to get right from the start of the project.
Thanks
Matt
Obviously, we can't reimport from json file as this wipes out any hierarchy/animation already done!
Hi Nate, I have another question. Two actually:
- Is there a way to have 2 skeletons in a file, but export the data from both skeletons to one json file?
- Is there a way to have two skeletons but have the draw order animate so that parts from one skeleton move above/below' parts in the other skeleton?
Thanks
MattHi Guys,
Im just wondering...
IF I have a file with 2 skeletons in it, and I want to save each skeleton as a separate file. Is this possible?
I know I can delete one, and save the other for example. But is there a way to do it without this step?
I know I can import a skeleton with its animations into a file which is great. But sometimes, I want to make changes to both 'separate' files, but have them both visible in the same scene for timing purposes.
Is this possible?
Thanks
MattHey guys, just wondering if there is a way to hide the clipping mask so I can play back the animation and just see ' the result'?
Thanks
Matt
Never mind, found it....duh me.