badlogic

We are happy to announce the release of Spine 3.8! It's packed with new features and improvements that will greatly enhance your workflows!



Check out our 3.8 release blog post for more details.

Please note: You will need to export your projects with Spine 3.8 in order to use the 3.8 runtimes.
Avatar de l’utilisateur
badlogic

Mario
  • Messages: 1826

Krblshna

Omg, awesome work!
Avatar de l’utilisateur
Krblshna
  • Messages: 13

hwadock

i love it
Avatar de l’utilisateur
hwadock
  • Messages: 50

nicmar

Great job guys!! Even easier now to create a multitude of people using only one spine asset. Looking forward to try it once my vacations over :)
nicmar
  • Messages: 22

skarasuko

I can feel it.. This Mesh Tracing is gonna be a godsend for my production time.
skarasuko
  • Messages: 24

foriero

Thank you Nate and whole team. :-) Amazing features. :-)

---

Have a question though. Can that new skin feature be used for character that has like 34, front, side poses? I mean have like one skeleton and three pose skins that will have completely different bones and attachments? If yes then we are one step closer to really nice like Peppa Pig or Ben and Holy episodes production workflows. Thank you, Marek.
Founder & CEO Foriero s.r.o.
https://studio.foriero.com
Avatar de l’utilisateur
foriero
  • Messages: 258

cyb3r

So no curve editor this time? You guys were so focused on it. What happened?
cyb3r
  • Messages: 15

Nate

foriero a écrit:Can that new skin feature be used for character that has like 34, front, side poses? I mean have like one skeleton and three pose skins that will have completely different bones and attachments?
Yes, it can be used like that. You can use it just a little, to have bones for skins where skins are "items" (eg a shirt made up of 3 attachments). You can also go nuts with it, essentially having multiple skeletons in a single skeleton by having many bones in each skin.
cyb3r a écrit:So no curve editor this time? You guys were so focused on it. What happened?
Sorry! This is killing me inside. There were so many low hanging fruit features that greatly improve workflows and general quality of life. Individually they are small and it makes sense to get them done because people are suffering. Together they are a significant effort that distracts from the larger effort curve editor features. We are working on the curve editor though and it will happen. 3.8 puts us in a good place and releasing the curve editor next makes sense.
Avatar de l’utilisateur
Nate

Nate
  • Messages: 9068

puzzler

Is it possible to load on SDK side json from 3.6 with latest SDK for 3.8?
puzzler
  • Messages: 104

Fabiano il Flaco

This is a great update, a lot of super useful stuff, and the cherry on top of everything is that the UI keeps getting better and better, this is really a software for artists. I simply love Spine. :heart:

I don't know where and how but I received a notification in my Windows that was telling something about a new logo for Spine, is that a thing?
2D Animator @
Avatar de l’utilisateur
Fabiano il Flaco
  • Messages: 15

Nate

puzzler a écrit:Is it possible to load on SDK side json from 3.6 with latest SDK for 3.8?
I'm not sure what you mean? If you write some code you can load anything. However, it's likely easier to export from the version of Spine that matches your runtimes.
Fabiano il Flaco a écrit:I don't know where and how but I received a notification in my Windows that was telling something about a new logo for Spine, is that a thing?
Nope, that's not a thing! Maybe you have a screenshot?
Avatar de l’utilisateur
Nate

Nate
  • Messages: 9068

lunchlady180

After downloading the update and exporting animation changes to our characters, my programmer says Unity is now rejecting the exports. He says the image files are there but it is not properly referencing them, so in short all of the characters and animations are not functioning. Any idea why this would be and is there an easy fix? Thanks
lunchlady180
  • Messages: 1

Erikari

Hello lunchlady180, did you also re-export your characters with Spine v3.8 as required to match the new runtime update?
Editor exports and runtime versions should always match.

If you have many characters, you can automate the update of the exports using Spine via Command Line: Export - Spine User Guide: Command line
Avatar de l’utilisateur
Erikari

Erikari
  • Messages: 1824

skarasuko

I am having a compatibility issue with 3.8 .json files, on GameMaker Studio 2. My programmer states that there is a console error; the engine does not recognize the Spine file. We have been using 3.7 .json files. Is there a solution to this or do we need to wait for YoYo Games to update compatibility?

Error is as followed:

Unable to cast object of type 'System.Collections.Generic.List1[System.Object]' to type 'System.Collections.Generic.Dictionary2[System.String,System.Object]'.

It's a mistake I personally made, but so far I really appreciate the changes in 3.8.
skarasuko
  • Messages: 24

Nate

YoYo Games will need to update GMS2 with the 3.8 runtimes before you can use 3.8 exports in GMS2.
Avatar de l’utilisateur
Nate

Nate
  • Messages: 9068

Fabiano il Flaco

Nate a écrit:
Fabiano il Flaco a écrit:I don't know where and how but I received a notification in my Windows that was telling something about a new logo for Spine, is that a thing?
Nope, that's not a thing! Maybe you have a screenshot?
Ah it was a YouTube notification. Maybe the title of the video changed later.



I hope that, if you're ever going to change the logo, you're going to change its font :D
2D Animator @
Avatar de l’utilisateur
Fabiano il Flaco
  • Messages: 15


Revenir vers Spine