AtskaHeart

  • 31 mai 2022
  • Inscrit 25 sept. 2019
  • Thanks Nate! Yeah, so far I'm using the sync config to select all keys by choosing the respective white key in the dopesheet. However, another interaction inconvenience is the visibility of keys in the graph. In spine, when you select a bone, you see the keys of that bone (in the dopesheet and graph). However, when you deselect the bone (by pressing ESC, for example), you see all the keys in the dopesheet, but it doesn't happen in the graph. In the graph, you still see only the last selected bone, unless you manually activate the visibility of all bones and their keys.

    In the other hand, regarding modifier keys, you are completely right. I think my main hassle is the described above, and wouldn't need a modifier for all keys in a specific frame. Nonetheless, it would be great to have custom modifier keys for selected groups of bones. This more or less already happens with the white keys for saved selections (CTRL+#), but this could be nice for complex projects. Especially those involving several skeletons for instance (as we can't, currently, collapse the timelines of entire skeletons)

  • Hi!

    Curve editor is very handy so far, it's allowing me to build significantly better animations and movements I couldn't afford to do properly on former versions. After updating to beta to have access to it, all animations in the project im working on have been updated to match the new runtime that works in this spine beta. However, I find it's slowing my production speed because I can't select all keys easily. I usually lock all keys of all bones while animating, to avoid unexpected interpolations. However, in former versions I just had to select the white key (to select all keys of all bones) and choose the graph curve I wanted for that interpolation (usually it's smoothing all curves). Now, I have to make a selection in the graph editor and it's hard to select only the keys I want in that specific key.

    Would be awesome to be able to click on these orange points to select all keys located in that frame

    https://imgur.com/nnaFblN

    Eg, click on frame 70 orange point and select all keys, instead of this manual selection (that is usually significantly harder to make when you have got tons of keys):

    https://imgur.com/XD8B1NC

  • I wanted to suggest moving the "Default values" button in the export window to some place that it's more separated from basic functionalities like "choose animation". Thing is that I sometimes push that button wrongly, because they are too close. And when doing so, I lose all my former export values. Either that or allow us to save export configs (that would be super useful when working on different projects).

    Thanks in advance!

  • Hello!

    I've been trying to make a cape attending to physics, however, I keep failing. I followed one of the videos shared here (which seems to use a 3D hinge chain) but I haven't got the results I was looking for (animation was flickering a lot). I tried with a 2D hinge chain, and the character does weird stuff.

    I applied Kinematic shadow to cape-root and everything said in the former video, yet I keep having terrible results like the one above. I'm also sending you the project files to your email just in case you need to check the project.

  • So I'm working in a custom character editor and I need to access different skins for each different part of the character, for instance:

    Skins to combine:
    HEADS: Blonde woman, Bald man, Young guy, etc.
    TORSOS: Blue shirt, leather jacket, red t-shirt, etc.
    LEGS: Trousers, skirt, etc.
    SHOES
    etc

    However, I was wondering how to navigate in real time through skins. I don't know if there is some sort of array per folder, or an unorganized array with all skins in there, and how to access it. Any idea if there is anything like this possible?

    Thanks in advance!

  • I see... thank you! I will look into it, I should have got the pixel perfect camera in the project so I don't find these problems. Nonetheless, I fear that a bone based animation will still bring me small problems in some cases (usually rotating pixels will sooner or later be noticed in most cases). However, I wonder if 9206 verts are a problem for spine projects. Will this be problematic (by itself) if in the scene there were around 15 characters at the same time?

    I may be able to clean some verts that are usually unused, but I will most likely need at least 5000-7000 verts for this.

  • Thank you Harald!

    Indeed, the textures are already using point filtering. I set the shader to Spine/Sprite with the Pixel Snap parameter on. It appears with the same problems.

    Do you mind if I send you the project so you can check the problem as well?

  • Yeah... I noticed that most character animations were just similar FFD that could work decently for most of them. In the same time, my goal was to be able to customize them. It works perfectly fine if I export these characters as images. That already saves me a lot of time, so this technique does help and Spine is perfectly fine for FFD Pixel Art animations.

    NONETHELESS, I don't want sprites if I can get the skeleton (who would?). Thus, I would need the mesh points snapped to the pixel grid in order to achieve the results I'm looking for.

    Here is a small example. I put the character in an idle stance, and get the character walk animation. It works fine for skins (especially for multiple skins in order to choose torsos, pants, shoes, etc.).

    Of course, if you could add a pixel art oriented mesh edit mode in Spine, that would be CRAZY. But it would already be more than enough with some runtime code to snap mesh points to pixel grid.

    I'm also sharing with you this video to see the problems I find in Unity. Do you notice the small pixels and lines that ruin the final result? These may not be noticed if I zoomed out, however, as soon as I zoom in, the inaccuracies are noticeable.

  • badlogic a écrit

    This is actually not as easy as snapping vertex positions to a pixel grid when exporting from the editor. This needs to be solved on the runtime side. As you are using Unity, I let Harri, our Unity wizard, figure out how to do that 🙂

    Oh, thank you! I guess it's more a Runtime thing rather than an Editor one. I was looking forward to guides for the ruler tool to make mesh deformation more accurate, but if there is a way to do it through the runtime, that would be gorgeous!

    I'm attaching an example of the problem I face, just in case it helps.

  • Hello!

    I was attempting to animate Pixel Art by FFD, through spine meshes. Technically, it works fine and is very nice to build pixel art animations and custom characters (through skins). Nonetheless, if I want to import spine files instead of spritesheets into the game engine (in this case, Unity), I see small problems with a few pixels (because I couldn't perfectly deform them in Spine, regardless of my efforts). These problems aren't seen when I turn on the Snap to Pixels option in Spine, but it will obviously don't export with those pixels snapped.

    I would greatly appreciate some sort of option where I could automatically snap all mesh points to pixel grid AND/OR place mesh points snapped to pixel grids while moving them. I prefer the first option, of course, because it would save me much more time and I would be able to edit mesh points easier (instead of trying to move mesh points that are very close to each other).

    Not sure if I explained myself, but if there are any doubts, feel free to tell me. And if there is already an easy way to solve my problem, I would appreciate any explanation!

    Thanks in advance, Spine is lovely!