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  • Animating a pre-made loop

I'm very new to Spine and am still figuring out the basics. I'm not sure what to search for when it comes to my question so I'm not finding answers.

Am I able to create a loop (ex: propellers on a plane that spin around) and then animate that loop around (make the plane fly across the screen)? It would save the time of turning off/on the propeller frames as the plane flies around. Is this possible?

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You can just make the spin animation (by swapping the propeller frames), then grab the keyfames in the timeline, copy, and past them all the way to the end of the clip. I don't think there's a faster way to do it, or save it as a 'preset' or 'action' in Spine yet.

16 jours plus tard

If you're working with one of the Spine runtimes, you can have two separate animations (the loop and the airplane flying around) and combine them in your game engine of choice.
If you're going to render them as pngs or gifs, then booboogaga's solution is correct (:

2 mois plus tard
booboogaga a écrit

You can just make the spin animation (by swapping the propeller frames), then grab the keyfames in the timeline, copy, and past them all the way to the end of the clip. I don't think there's a faster way to do it, or save it as a 'preset' or 'action' in Spine yet.

Hi, I had the exact same question, thanks for answering it.

But just so i understand you correctly, you are saying, that there is NO presets for let's say individual frames. i.e. if I happen to have to change a frame inside the shorter loop of the animation, i will manually have to replace all the following corresponding key frames? Right?

Thanks in advance.

Yep, just copy them over again.