- Modifié
Bug or Option? Same key at begining and last
Hello,
Maybe it's because of the update of Spine, but now, my first key and my last key are the same on my timeline.
It's ok for a loop animation, but if I want a specific animation for my character, it's not cool at all!
for example:
my character have a "idle" animation, with a stand-up position, in loop.
After that I switch with a "die" animation. My "die" animation begin with stand-up position, and finish stretch on the ground position.
But now, my last key of my "die" animation is the same of the first, so my character stand up at the end of my time line!
impossible to copy-past anything at the end of my time line, it's a big issue for lot of my animation now
It's a bug? a new option?
I have this same issue and I was not sure if it was there before or not.
I believe if you have the looping option on while in the animate mode, so that when you play/preview your animation it loops, then the last keyframes show the same ones as the first. When you turn that looping option off, when you go to the last keyframes, they show how you want them to be.
Another thing, with the looping option on, when you are on the last keyframes, they will show the same ones as the first keyframes, and they key buttons will be orange as if you had made changes to those keyframes.
Below are some images that show the issue. I didn't change anything other than having the looping option on/off. You have to go off those keyframes and come back to them to see the change after turning the looping option on/off.
Looping option off
Looping option on
Cool! Thank you, it's was that
Now it's now for my animation, sorry it was so simple issue ><;
Thanks aerica! Any time you see key buttons show up orange when you haven't actually edited anything it's a serious bug because pressing K
or using Auto Key
can cause those keys to be set.
The last frame should not show the first frame. This is fixed in 2.0.17, thanks!
That'd be a cool feature though, if you allowed the keys at the start to always be the same at the end— for editing looping animations.
Hmm. Then you'd have some problem adding keys at the end of the animation. How would you define what is the last frame?
I realized immediately that this would have a lot of things to consider. I'll admit to not knowing the best implementation details. XD
But I do notice it gets kinda tedious having to copy time 0 keys, and paste them at the end and vice versa repeatedly over the course of animating a looping thing.
Not requests or claims of truth. Just thinking out loud:
If you could mark an Animation as "looping", it could automatically keep start and end keys, and keep them in sync.
Alternatively, you could mark only specific Timelines
(in runtime terminology) as "looping". I originally thought this was a good idea for flexibility but I can't imagine what it would be for.
There could probably be a indicator-and-slider that allows you to place the end keys/define the duration of the Animation. The orange line end-indicator could grow a handle on top of it to serve this purpose. There could even be an icon above of the orange line/along the time graduations to indicate that it's a looping Animation.
In terms of game data, it could just be a destructive export and not reflect any "looping" label on the Animations in the json— instead, just storing Animations as if you had manually copied the start keys and pasted them at the end yourself. Json import could detect equality of start and end keys and give you the option to rehydrate its looping state.
Maybe instead of doing it like that there could be a "Paste as clone" option. So you do a normal copy but then when you paste the keys again they will always be the same as the copied ones even if they are tweaked.
Uh...I like the "paste as clone" idea. This would provent mistakes when tweaking animations later on. :yes: