JSpin

  • 21 nov. 2023
  • Inscrit 22 oct. 2020
  • Hi, how much closer are we to this feature being implemented?

  • Spine (4.1.23) skips frames in this image sequences when placed on the timeline above ca 250 frames.
    This video shows the issue.

    Spine project file

    • It's not possible to reverse or flip an animation in 4.1 without breaking the handles/tangents. It cost me 1-2 days in my last project when I had to reverse a very complex animation in the editor. Can we please get this fixed.

      • These are great tips I'll be sure to make use of. But I still wouldn't mind a setting to disable the dialogue completely.

      • Could we please get a setting option to skip the Open Project dialogue window before we get to the operating system dialogue window. It's not helpful for my way of working and only slows things down. Please let us get a way to go directly to the operating systems dialogue window if we want to.

      • Great feedback. I will use alt+r in the mean time.

        • I want to be able to only use keyboard when renaming things but TAB does not move the focus to the check box to be toggled with SPACE bar so I have to manually click in the box with the mouse every time. Many other applications support this conventional behavior. This has been bothering me for years now and it would be a great addition to Spine if Tabbing to other fields and check boxes were supported in popup boxes and dialogues.

        • Please let us speed up the work flow by makin it possible to toggle visibility of the Preview control window by RMB like how you can minimize windows in general. As it's right now it's quite annoying having to first open the menu and then uncheck the controls check box. Thank you!

          • Modifié

          Hi, could we get some user control to minimize the wasted space (A)

          And why isn't (B) the same size as (A)

          It would be really great if we could drag the regions right edge (C) close to the names. Currently it's difficult to work with both graphs and dopesheet open at the same time as their work area gets so compressed when you want to leave space over for the other view ports.

        • @Misaki @Nate
          Often times you guys are great at quickly answering a new post but I feel subsequent posts in the same discussion is often ignored. Could you please conseider adding a true % based rotation constraint.

          • @Nate As this unintuitive rotation constraint behavior is as intended. Can we please get a checkbox/toggle to make it just a rotational % as well?

            The current unreliable rotation flipping behavior made me abandon the constraint and instead had to do a lot of manual animations instead.

          • NathanSweet: Unfortunately this is how rotation mixing must work. I explained it here. It would be good to include this information in the user guide, if it's not already there.

            What if I want to make a set of gears, like those in a clock, if I want to control all of them by turning the first wheel. The smaller ones need to turn at different % rates for this to work in a dynamic way. There is currently no way to set this up in Spine. And all the individual cogs need to be individually animated and it will be very difficult to control speeding up or down all of them synchronously.

            Please provide an alternative rotation mode/version where it's a percentage of the total rotation it's reading from. It could be a check box like how, Local or Relative are available for some transforms if legacy behavior needs to be maintained. It's already difficult to set up certain mechanics as it is without this weird rotation behavior. Version 3 had the worst rotational behavior I've seen in any 3D or 2D software to date, requiring you to use 3 keys for one 360 degree rotation. And now you are saying we can't have another bone rotate, eg 10% of source bones 720 deg = 72 deg without it jumping around. That is just plain unintuitive and non user/creative friendly, it makes certain setups impossible and will require lots and lots of extra manual work to create the same thing.

          • The Rotation Mix value doesn't seem just represent a percentage of the scaled rotational value but some weird angle cutoff as well. It's likely some remnant from the cumbersome and problematic rotation system in Spine v3.

            I've attached a spine file to show the issue. The bugged is moving slower as expected but it suddenly jumps. This completely breaks the ability to scale a rotational value.

            Please fix this a soon as possible as it's creating problems in my current project where I need other bones to rotate at a percentage based on the source bone's rotation.

          • Hi, when working quickly I use the keyboard a lot to speed up things so I don't have to click ever here with the mouse. I know that you can "Select" whatever "Find:" matches with shortcut Enter. But when you want to accept the results for and do a Replace, I can't seem to find a shortcut for it, am I missing something. Else, could we add a ctrl+Enter shortcut for it?

            • Modifié
          • Awesome!

          • I have tried this for a bit now and I personally like that when pressing Q during play back the animation starts over and keeps playing. While using the A shortcut to go back to a custom start point the animation stops and I need to press D again as well, this makes tweaking animations less fluid, the interruption makes it harder to judge motion I'm working on due to the pause and having to press AD over and over. I would love for there to be an option to allow for the animation to restart and keep playing at the previous location without A pausing and then having to press D again.

            The problem also is that if you paus the animation some where else during tweaking you've created a new temporary start point for A so that gain brings me to the Looping...

            As for Loop Start and End. I would LOVE to be able to set them individually to get a "temporary but permanent" start point to jump back to with Q regardless of where I pause my animations. I'd also love to just have a custom End point so not to play too far ahead when having multiple skeletons with different animation lengths visible. Having to set both is honestly a PITA when working quickly and if I want to disable the loop I must either manually edit the field or clear both parameters double clicking and then if both were cleared I have to set the End point AGAIN manually every time. Perhaps here could be a toggle for this behavior in Preferences?

          • Hi, so I often work with quite long animations, doing transition for out games and I often want to start playing the animation from a given frame over and over the way you restart you animation with "Q" from the beginning of the timeline. I know I can kind of achieve this if I set a loop range but I need to set both the Start and End point. Is it possible to just set the Loop Start and use Q to jump back and start the timeline playback from there and then let the animation play naturally until the end of what ever length of animation?

            Also on longer animations or when working with multiple skeletons that have different lengths of animations it would be great to be able to just set the End point as well and the timeline would naturally loop back to the first frame. If not I would greatly appreciate if this feature became available. To let the time line work with Just Loop Start or End without the other one needing to be set.

          • Ahh, not quite intuitive unless you have watched a video. But it's good to know we can do it.