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  • saving the "Loop Start" and "Loop End" for each animations

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How do you save the "Loop Start" and "Loop End" for each animations?

Example: I have few run animations but I want the "Loop Start" and "Loop End" to be different for all of them, how can I do that?

The start of the loop is always frame/time 0.
The end of the loop is always the frame with the last key.

This applies to both the editor and the runtimes.

You don't have to manually enter the loop start and end in the boxes. Just enable looping (CTRL-R) and Spine will try to automatically judge where to loop around. Just be sure you start playing within the loop.

Pharan a écrit

The start of the loop is always frame/time 0.
The end of the loop is always the frame with the last key.

This applies to both the editor and the runtimes.

You don't have to manually enter the loop start and end in the boxes. Just enable looping (CTRL-R) and Spine will try to automatically judge where to loop around. Just be sure you start playing within the loop.

Hi Pharan,

thank you for your reply but I guess I was not very clear, under "Animations" the tree view on the right hand side, you are able to create a number of different animations for your character. I have a "Run", "Idle", "Shoot1", "Shoot2", and "Death". They all have different frame lengths, for example the "Run" animation is 55 frames but I want it to loop at 30 frames so I set the Start Loop = 0 and End Loop = 30. The issue that I am having is when I switch to the "idle" animation the Start Loop and End Loop has the same values. So there is only one set of values for all of the Animations collection. How can I make each animation have dependent loop settings.

I hope that was clearer.

JCP

Hi

Dont set loop start or loop end .
use the repeat animation button to the right of the play button to loop your animations in spine.
hot key (CTRL-R)

jimotion a écrit

Hi

Dont set loop start or loop end .
use the repeat animation button to the right of the play button to loop your animations in spine.
hot key (CTRL-R)

That does not fix the issue, if all the animations is 60 frames, in "Run" you want to loop only 30 frames and in "Idle" loop 25 frames how would you do that?

Hi JCP_13

I understand what you mean now.I dont know of any way to set this in spine .
A work around could be save a duplicate of your project with a different name and remove the frames that are not needed leaving the frames you want for each animation loop.

Currently what you are asking isn't possible. But I'm sure when Nate gets back from his honeymoon it is something we can look into. What jimotion suggests is a way to do it, but rather than creating a new project for it, I would just duplicate the animation and remove the keys on the duplicate that aren't needed.

Thanks for the info guys, a good workaround for now but it would be great if that feature can be added.

7 jours plus tard

Loop start/end is for the timeline and is not specific to an animation. Spine supports playing animations on different skeletons at the same time.