do you will release this soon ?
my framework are already ready to access this feature
https://github.com/pixijs/pixi-spine/commit/c3ce3a8f5ca8723f56d378c89d38dce0d709f058
it's been 10 months that this feature are in beta!
do you will release this soon ?
my framework are already ready to access this feature
https://github.com/pixijs/pixi-spine/commit/c3ce3a8f5ca8723f56d378c89d38dce0d709f058
it's been 10 months that this feature are in beta!
It's true, but we've unfortunately been caught up in a myriad of other things. I can assure you our days are full of work, and then some! The beta is available for use now. It is not necessary to wait for the official 3.7 release.
Nate a écritIt's true, but we've unfortunately been caught up in a myriad of other things. I can assure you our days are full of work, and then some! The beta is available for use now. It is not necessary to wait for the official 3.7 release.
thanks, with google i just find the changelog
Spine: Changelog
I thought it had not really changed in the last 10 months !, what your blog give show.
I am happy to see that it moves a lot.
Whoa, what the heck? You guys have been working on adding audio in the editor for almost a year now and I had no idea? Wow. Shows how well I've been keeping up with things. If it releases soon it may come in handy for the menus in my game.
Hey, now all you need is a way to crop video exports and Spine could be a simple video animation software on the side.
it remains that if you take a look at github, there are plenty of developers who developed a audio API in only few months, and for free ans in solo !!!.
The reason for my complaint is that the software costs me 400$ CAD and that there is a lot of improvement to make and a lot of promise.
As a developer I am aware and know compatibility problems, but I think that everybody is very much expecting the next update.
I take into consideration that the team is looking to be compatible with as much of "frameWork" as possible, which is a freak lot of work!
Personally and by logic, I do not work with the betas, so I wait until the next stable update.
Audio is a big wait, but also a export engine similar to TexturePacker, and also compatibility with normalMap management.
https://www.codeandweb.com/texturepacker
i dont like the exporter for now,
but for now i very love how spine work
also youtube tutorial video...
it very awesome to have Broadcasted live on Twitch with 4 Hours from Erika.
But dev need a short video and a pro video tutorial editing with pro editing to learn fast.
Also Erika tell me , >4houre video we don't have subtitles from youtube , so we can translate and it hard to understand..
i great video tutorial are between 3 to 20 min
3.7 looks very promising. We relay on Spine to create both player animations and cutscenes. Audio sync allow us to work on cutscenes and match the soundtrack precisely. Looking forward for 3.7 to land on an final release.
How stable is the new beta version? I'd love to use the new export functions but also don't want to have to keep switching back and forth between the beta and production versions.
Hi there, first of all thanks for your software, it works for me like no other. I finally managed to make an account for the forums to participate.
I just made a little project with the newest beta to try out Stretch IK's. Everything works fine, but if I'm trying to export it to JSON, it creates a JSON string, but produces an error by packing the texture, calling "string index out of range: -1". Never seen that one before. Any ideas? The previous beta I used was 3.7.19 and it worked as far as I know, but this error also occurs for me when I try to export the example spine boy.
@PuppyPuppyPuppy @edshafer The new beta will most likely need a couple of iterations to make sure the new export options are all working 100%. A lot of the export stuff was redone by Nate.
Any export/packing errors should be fixed pretty quickly, my best guesstimate is that there will be a new version up within the next couple of days.
@Shiu
Awesome! Export works again and runs in the unity 3.6 runtime.
Can you guys focus back on improving the editor UI to make the workflow better after the audio support?
There are lots of good suggestions by the community over the years and lots of them are IMO very critical but still not implemented.
I found myself spending lots of time doing things that could be avoid if many of the suggested ideas got implemented.
Certainly! We do improvements all the time, even while working on audio, the new export, etc. It's true there are many things that would help various workflows, it's just a matter of time until we can get to everything. If you come across something that is not captured on our task tracker, please start a new thread to make new suggestions.
I can`t open spine-runtimes-3.7 spine-ue4 project ,
What version of UE4 are you using? What operating system are you using? What IDE? What error do you get?
Hi Guys!
Tell me please when will be released the official version 3.7?
Projects with which we work in 3.7 beta, do not open with version 3.6
why? How can we resolve this problem? :bang:
Thank you!
3.7 is 99% done. There is one more minor feature to complete, other than that once we've decided it is stable enough, it will be released as non-beta. 3.6 can't open 3.7 projects because 3.7 has features that 3.6 doesn't know about. You can try exporting to JSON with 3.7, then loading that with 3.6. Though the bigger the difference in versions, the less likely this will work.
Thank u very much for reply.
Another question.. We exported the project in version 3.7.36 to json format, the mesh animation does not work as it should in spine-cocos2dx 3.6. can you fix this issue? or we should wait next version of cocos?
Thank u!
Exporting mesh deformations seems to have broke in 3.7.36-beta. Prior versions (at least 3.7.32-beta and older) meshes would export with linear interpolation, now they export 'stepped' given the same spine file.
@kbagnall, sorry for the trouble! I'm not seeing that happen though. Maybe you can email your .spine file and explain how we can see the problem? contact@esotericsoftware.com
I think I have seen the same export issue yesterday. Will send spine project with exported unity skeleton later today.
Nate a écrit@[supprimé], sorry for the trouble! I'm not seeing that happen though. Maybe you can email your .spine file and explain how we can see the problem? contact@esotericsoftware.com
On second thought it might have been bezier curve interpolation which is exported as stepped. I'll narrow this down next time I'm at work.
Email with repro project sent. Thank you.
The problem was solved! We exported json file in version 3.7
then imported data (json file) already in 3.6, pointed the way to the images, and corrected mesh animations :party: .
Everything is working. :sun:
Thank you!
Hi guys,
Yesterday, I tried to work with skins in version 3.7.
In the preview window, they are not displayed.. :angel: :tmi:
Hello alexandr, I just tested and I see the skins that I select in the tree or using skin view also in the preview view, do you have the latest beta version?
Sorry, I worked on this Saturday, there were problems.
Now I updated the version and everything is ok. Thank you!
Hey!
Are there any plans on including Audio in skins?
I've got a skeleton with a few monsters, and one is a robot another a slime lord, another an alien crab... they make different sounds
It's an interesting consideration, but I think skins will likely stay dealing only with attachments. You can use a single audio event and add logic at runtime to choose the right sound based on the active skin. If you are exporting video, you could use audio events for each sound and disable the audio events you don't want to play.
Thanks!
I’ll end up doing that at runtime indeed, but... but... it sounds so logical to also preview them using skins? Don’t you think?
Sort of. You basically have keys that you only want to apply for a particular skin, which isn't a concept we have yet. Someone else recently had a vaguely similar request, where they have transform constraints that are needed for one skin but not another, and they wanted the skin to remember transform constraints settings so they don't have to adjust them manually. There might be something we can do for these cases, but I'm not sure how much we want to burden skins, especially when the workaround is simple enough (adjust things at runtime as needed).
Hello friends!
There are a couple of ideas about usability of spine.
To add tint optionfor animations names in the animation section for easier searching and dividing them into groups by color.
You can also make markers on timeline for the convenience (when we are working with keys switching the bones).
Just some ideas) Have a nice day!
Nate a écritSort of. You basically have keys that you only want to apply for a particular skin
Hi! well, what I meant was, I'd like to keep the keys like I already do, per animation, and then hook up different audio-files to skin slots in the same way I attach different images to different skins.
I guess my feature request is for "Audio support for skin slots" - but I know you're all really busy with other & bigger stuff I will ALSO really appreciate Keep up the good work!
Edit I see where my thoughts on this came from: in my mind an audio file is an attachment much like an image is. Which it of course isn't, but in my head it was
Is it safe enough to use the 3.7 beta withought any major crashes now that your working on the 3.8 beta?
Stability for 3.7 is our top priority right now. Any information about what you were doing just before a crash would be extremely helpful!
There are some crashes in 3.7 that we have not been able to track down. We get error reports of the crash, but it happens when drawing the skeleton. Something the user has done previously puts the skeleton in a bad state, then it crashes the next time it tries to draw the skeleton. Unfortunately the users experiencing these crashes haven't reported what they were doing that might have caused it, so it is difficult to track down.
That aside, 3.7 is otherwise ready to come out of beta. Many beta users don't experience such crashes.
awesome, thanks Nate thats great to hear. I've been looking forward to this update for a while now.
Hi!
It seems I can't delete keyframes anymore by selecting them on the Dopesheet and pressing DEL or Backspace (it used to work some versions ago). The "Delete selected keys" button on the Dopesheet bar is working though.
Using 3.7-50-beta.
Thanks!
Sorry for the edits, the Dopesheet seems to be behaving erratically, at first the shortcuts were working but not anymore, sometimes I have to double click on the main window to deselect whatever bone(s) I have selected to be able to select something in the Dopesheet, sometimes when I try to delete a selected keyframe from the Dopesheet it asks me if I want to delete another thing, like the current animation (with the Animations windows visible) or the attachment (with the tree visible). Sometimes I'm not able to create a keyframe on the selected channel by pressing Ctrl+L (particularly with deformations on meshes or paths).
Hello scardario, Backspace and Del seem to be working for me on 3.7.50-beta.
scardario a écritsometimes I have to double click on the main window to deselect whatever bone(s) I have selected to be able to select something in the Dopesheet
Do you mean that when you select a different bone, it doesn't change to said bone in the dopesheet? I tried to repro this too but it worked fine for me.
scardario a écritsometimes when I try to delete a selected keyframe from the Dopesheet it asks me if I want to delete another thing, like the current animation (with the Animations windows visible) or the attachment (with the tree visible).
This is due to the fact that you selected those things last, but then you didn't properly click on a keyframe to delete, but just moved the timeline marker instead.
scardario a écritSometimes I'm not able to create a keyframe on the selected channel by pressing Ctrl+L (particularly with deformations on meshes or paths).
I tried to repro this too on stretchyman but it worked fine.
I'm afraid I will need more detailed steps/a gif or video of the problem, otherwise, everything mentioned seems to be working fine.
I just tried the new beta and I love the new png exporter. There is one thing I miss though that I could do in the old one - exporting all skeletons seperate + current skin + all animations.
At the moment it seems I can only do "skeletons separate(ok) + current skin(ok) + but only current animation(not ok for me)" OR a selected skeleton which gives me the option to do all animations.
Am I missing something or is this something that could be added?
My user case is:
I have skins for hair, body equipment etc. I have 3 character views (top down character) and 9 animations. I want export these to png so they can be mixed and matched in an engine. So in Spine, I want to export hairs(selected skin) in all angels(all skeletons) and for all animations(all animations) for each export.
I realize I can just go through each skeleton one at a time, just take longer time.
Thanks!
Hmm, I think we didn't mean to hide "all animations" when "skeletons, separate" was selected. The number of export combinations and logic for what is valid is really intense! We'll fix this up ASAP.
@Nate Thanks, that would be perfect!
Done in 3.7.67-beta.