CDO

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  • Inscrit 4 sept. 2024
  • CDO After watching your video again, I realized: To improve your workflow using the current features, you may want to lock the Dopesheet when performing offsets. In your current workflow, you have to reselect the bone to display its timeline, and then offset it. This requires moving the mouse back and forth between the bone and the key. However, if you lock the Dopesheet when you first add the rotation keys, the timeline for those bones will remain displayed when you offset them, which makes the offset operation easier.

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    • CDO Thank you for explaining your workflow through the video and subtitles!
      Regarding the curve distortion visible at 0:39–0:45 in the video, this has been improved in 4.3-beta, so you may want to give it a try.
      You can find an overview of this improvement in the following blog post:
      Blog: 4.3 测试版现已推出!#调整关键帧

      As for the issue you mentioned several times about not being able to convert to Bézier curves, this is most likely because the active view was not switched. In fact, the curves for those keys were already set to Bézier, so pressing the Bézier hotkey while the Dopesheet view is active will not change anything. Later, when you clicked on the Graph view, pressing the hotkey caused those keys’ curves to reset to the default Bézier curve. Please note that when the same hotkey is shared across multiple views, its effect will vary depending on which view is active.

      Regarding the offsetting of keys, as you showed in the video, it is indeed a task that often requires repeated adjustments. I don’t recall anyone having previously suggested making it possible to adjust the offset without directly selecting the keys, as you proposed, but we have received many requests in the past to improve the efficiency of repeated offset work itself. In fact, the idea for a “non-destructive offset” feature has been on our roadmap for quite some time:
      EsotericSoftware/spine-editor153

      If this feature is implemented, it could significantly change the overall workflow for key offsetting. Nevertheless, I will also discuss within the Spine team the practicality and feasibility of allowing keys to be offset when pressing a specific hotkey, even without directly selecting them.

    • CDO Sorry for the late reply. We agree with your point, so we're planning to fix it in the next Spine Launcher update. Thanks for letting us know!

    • CDO Hmm, that's strange. I tried setting the same key (H) for Timeline Pan Drag in the same version (4.2.43) as you used, and it worked on my end, so I'm not sure what's causing the issue on your end. Here is a video showing the results of my test:

      Therefore, I would like to know more about your environment. Are you using a mouse or a stylus? For Timeline Pan Drag and Timeline Frame Dragto work correctly, you need to press the left mouse button. Could you check if you have customized the buttons or if the drag itself is not being recognized correctly?

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      • I'm looking forward to Spine adding an opacity mask function. The idea is to crop one or a group of layers based on the transparency of an image.
        This is a feature that could extend many effects.
        1.png
        The current cropping functionality is very limited—it can't handle any translucent cropping and using straight-line polygons for cropping is too rigid.
        Shouldn't this feature be not difficult to create?
        Our company managed to implement a rather clumsy cropping by modifying Spine’s runtime library.
        We agreed on a naming convention where layers ending with the suffix "_cut" are identified as masking layers, thereby achieving layer masking.
        However, this effect cannot be displayed in the editor, which makes it less convenient to use.

        CDO I agreed with your suggestion that the weight of the brush should be adjustable in ±1 increments using a hotkey, so I’ve created an issue ticket here to have it implemented in a future version of the editor:
        EsotericSoftware/spine-editor876

        However, we would still like to discuss your suggestion about having separate hotkeys for resizing the weight brush and changing the brush size in the mesh tool. While some users may prefer them to be combined, it’s currently not possible to assign the same key to different functions. If we separate these hotkeys, users who prefer them to be the same won’t be able to use a single hotkey to adjust both the weight brush and the mesh tool brush. It might be possible to allow the same hotkeys to be assigned, but I believe altering the specification for this small feature would require significant effort. I hope this explanation seems reasonable, and we appreciate your understanding.

        I hate to limit non-game engine usage of Spine, but we try to keep features as widely supported as possible. Bezier for clipping could work in the editor and export to images/video, but people would want to use it in runtimes. This creates confusion for users and support load for us.

        You can export to images or video and bring that into After Effects, as it sounds like you are already doing. Many users do this, especially for cartooning and similar usage.

        We've considered an After Effects runtime, but unfortunately we don't have that in our short term plans.

        There are some workarounds, depending on your exact needs. It sounds like you've explored some of these, but found them time consuming. There may be other ways to structure your project that are less time consuming, but it depends on your specific needs.

      • CDO At this time, we have no plans to implement a feature that is only available in video format. Unfortunately, we also have no plans to provide a way to load skeleton or animation data created in Spine into After Effects. However, it may be possible for someone to write a script to take advantage of the JSON export format to reproduce the animation in After Effects.