MickM

  • 15 août 2017
  • Inscrit 16 août 2013
  • I added the exported .json.

    Regarding your questions, Pharan; no, we haven't added anything special in de code.
    We just placed him on the stage and noticed the twitching right away when playing the animation.


    I hate bumping, but we really need some help fixing this. Does anyone have an idea?

  • Hi!

    We're currently working on a game where all units have a pulsing-animation, that is simply made by tweening the alpha of a glow-layer on and off.
    When I animate it in spine and preview it, it looks perfect.

    But... when we import it into unity with the .json, the glow twitches and seems to add additional frames, making it flicker,

    I attached the files below to show that the animation itself is clean.

    We really wish to find out where the problem lies so we can fix it.

    Any help is appreciated!

    unit_test.spine

  • Hi!

    I got a quick question.

    For a game, we made quite a few animations to accomodate the size of 800x485.
    A while later, we decided to use assets that were 256% larger.

    However, when I import the larger images into spine, the bones stay the same. Is there a way to transform all the bones as well or do something post-production in the JSON?
    Because we do need a new atlas.

    ...or do we have to redo everything?

    Thank you!

  • Thanks for your reply, Nate!

    What I'm trying to do is make a cutscene that has its different scenes in the form of seperate animations. That would mean that animation 01 ends on the same frame animation 02 starts.
    Because of this, you'd want to key everything in the tree.

    • Modifié
  • Hi Nate,

    Our last problem seemed to be fixed by your speedy update. Thanks for that 🙂

    I have a question.
    Maybe I'm overlooking it, but is there a way to key all the containers in the tree from GREEN to RED without clicking them all individually? Like perhaps a Key All-option?

    In our current project, I have a scene with A LOT of skeletons and bones. (It's for a cutscene)

    I do like to say that we still enjoy using your software. Nice job!

  • Hi,

    I was working with spine today and started creating various skeletons from the assets we've been using for months now. Upon deleting one of the assets I did not need anymore, Spine crashed with an 'Unexpected Error'

    It also keeps doing this at this point and we cannot continue...

    I enclosed the log for a more detailed description.

    Started.
    An unexpected error has occurred:
    java.lang.IndexOutOfBoundsException: first can't be >= size: 34 >= 34
    	at gl.a(SourceFile:149)
    	at com.esotericsoftware.spine.editor.Editor.c(SourceFile:504)
    	at com.esotericsoftware.spine.editor.Editor.b(SourceFile:581)
    	at com.esotericsoftware.spine.editor.Editor.f(SourceFile:567)
    	at lu.a(SourceFile:74)
    	at er.a(SourceFile:90)
    	at fg.a(SourceFile:28)
    	at dL.a(SourceFile:166)
    	at dL.a(SourceFile:137)
    	at com.badlogic.gdx.scenes.scene2d.ui.Button.c(SourceFile:113)
    	at en.b(SourceFile:86)
    	at fi.b(SourceFile:85)
    	at dR.a(SourceFile:57)
    	at dT.b(SourceFile:346)
    	at o.b(SourceFile:94)
    	at as.d(SourceFile:305)
    	at ae.run(SourceFile:228)
    	at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:251)
    	at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:711)
    	at java.awt.EventQueue.access$000(EventQueue.java:104)
    	at java.awt.EventQueue$3.run(EventQueue.java:672)
    	at java.awt.EventQueue$3.run(EventQueue.java:670)
    	at java.security.AccessController.doPrivileged(Native Method)
    	at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
    	at java.awt.EventQueue.dispatchEvent(EventQueue.java:681)
    	at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:244)
    	at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:163)
    	at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:151)
    	at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:147)
    	at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:139)
    	at java.awt.EventDispatchThread.run(EventDispatchThread.java:97)
    

    I'd really appreciate any help on this!
    Thanks!

  • The standard FPS for spine is 30, not 60

  • Yes, we would very much like to know this :o

  • Solved: I had to hide the animation. Hiding the skeleton did not do anything 🙂

  • Nate a écrit

    Animation duration at runtime is the last key in the animation. The orange line just shows you the last key in the longest animation for all visible skeletons. You can hide a skeleton if you don't want it to affect the orange line.

    If I hide a skeleton, the orange line still remains visible.
    Also, my animations tested in the Dopesheet, will continue to play until they reach frame 80, the frame that has the orange line.

  • Hi all,

    For a project I created 2 skeletons for one character, for budget-reasons.
    However, all animations now are the length of the longest animation of both skeletons.

    Can this be turned off? Right now I have an orange line on frame 80, indicating all animations are 80 frames long.

    Thank you for your time 🙂

  • Hi guys,

    I seem to have a problem, that I have not had before. The problem is REALLY irritating, because it prevents me from completing any animation I wish to make.

    I have animated a character with an animation I am perfectly happy with. Next to the character, I animated some foilage that also animates. But, when I animate the bones of the foilage, the animation of the character gets changed and screwed up, even though I'm not anywhere near these bones.

    I have Autokey on, but only touching the bones of the foilage.

    As such, each time I have to redo the animation, until I reach a point where the animation get's messed up again.

    How do I fix this/can this be fixed?

    I'd appreciate the help!