Wedrownik

  • 23 avr. 2024
  • Inscrit 17 oct. 2016
  • Hello,

    One animator in my team met a problem with the saving project a where Spine says:

    ERROR: Slot is not in skeleton: [slot: blik6, bone: shoe L]

    The blik slot has attached a blik texture and that slot was duplicated several times. After the reduction, when the blik6 slot was deleted, an error appears but even after undoing changes, using ctrl+z, an error appears preventing from saving.
    I checked the project and there are no keyframes connected with the blink6 slot or a texture connected with it.

    I tried to delete all blik slots and all keyframes connected with any slot but it also didn't change anything.

    Did you meet with a similar problem or have any clue how to fix it? :rolleyes:

    Full error log:

    ERROR: Slot is not in skeleton: [slot: blik6, bone: shoe L]
    ERROR: Unable to save project:
    D:/path/project_folder/project_name.spine
    Errors prevent the project from being saved.
    Please tell us what actions you've taken since the last save: contact@esotericsoftware.com

  • It looks really nice and I am curious how much time costly is it? Can we use it in the production or that is just a tech demo?
    Also, how about performance, especially in mobile apps? I saw some mesh deform in the timeline

  • That looks dope and shows new paths in making Spine animations ^^
    I am curious about performance. There are some topics that say that manual mesh deform is very very bad, we should avoid this but e.g dog's project has some of them on the timeline.
    It would be even more complicated to make same effect but without using manual deform so finally, what's it like with these manual deformations? are prohibited or allowed

  • Hello Spiners!

    I have a problem in unity when I try to mask animation, where layers are separated using Skeleton Renderer Separator. Before I use this component, mask works on my object but after I use Separator, the mask stops to work. No matters which layer I use, I cant set mask between separated layers. E.g I would like to have hand in front of the mask and rest of the character under the mask.
    Do you have an idea of how to fix this problem or some other way to achieve this effect?

    Cheers,
    Michal

  • Hey!

    I am writing with a problem that I am sitting on the next day but I have no ideas on how to solve it.

    1. I want to make an effect on a particle system for a character who hits the opponent with a fist and causes particle emission. After hitting, I want this effect to not spin, if the character rotates, before it disappears.

    2. I also need the rotation of the emitter to follow the rotation of the character, and thus the above effect was always directed in the same direction as the impact.

    Unfortunately, from what I tried, I manage to achieve either the effect of points 1 or 2.
    For example, when I set Shape -> Align to direction ON, it causes the particles to appear in the direction of the attack of the character but rotate if the character rotates before they disappear ...
    If I turn OFF ''Align to direction'', then they do not rotate after the impact, but if the character rotates before the impact, they always appear in the same initial rotation after the attack, no matter which direction the character is attacking :confused: :confused: :confused:

    Align_OFF video
    https://drive.google.com/open?id=1tzO3_OhDtO4uN87dXEztuenpJwgDH8yx

    Align_ON video
    https://drive.google.com/open?id=1V6Sq6_1sKGHDhOG3thgDGXbWK75vl-BZ

  • They looks great!

    Do you also draw or plan all those spell graphics?

  • Thanks for your help. I think that I tested that driver and received an error because of compatibility. Its for Win7 and I have Win10 there but for sure I ll check it.

    I ordered Lenovo x240 with Intel HD Graphics 4400. As I read, it shouldnt have problems with OpenGL 2.0 and should be able to run Spine.

  • I borrowed a laptop with the Intel 965 express chipset family graphic card but nowhere can find any drivers. Installed some basic which I found but Spine still shows me the error about chipset.

  • Hello

    I am looking for a cheap laptop for the Spine, which will be useful for some small projects during the travel.
    All I need is to run Spine, unity and make some small things.

    During my research, I met a problem, that cheap laptops have integrated graphics cards which don't support open GL 2.0 what makes problem for Spine.
    I thought that maybe someone of you is using any cheap laptop which runs the spine.

    What do you think about LENOVO ThinkPad T430 with Intel HD Graphics 4000 ?

    Cheers!

  • Hello,

    today I met such problem with animations after updating my spine to the 3.8 version.
    Do I have to reimport ALL animations I made in the 3.7 version to the 3.8? O_O

  • Hi Erika !

    Thank you for reply. I am working on the 3.7.94 version and thus didn't see this option. Hope we will upgrade project to the newer version asap.

    In turn referring to your proposal. You are right about repeating data and in that case I was thinking about this idea to keep weapon textures with the characters (weapon per character in the character's atlas png). My idea was to have one skeleton with a character and character's weapons (one atlas here) and second skeleton with all weapon/skill effects which I keep in the one place.

    I am thinking also about skins in the skeleton, with the sub-skeletons, where each skin would be weapon like Skin 1 - dagger, Skin 2 - sword etc. Thank of that I could keep in the one skeleton, several weapons, animation for them and textures could be packed per folder.

    Another idea and the most simple, is to make skeleton per weapon.

  • Hello,

    Is it possible to import skeleton with bones and frames into another skeleton?
    I am thinking about a system where I have skeleton with a spell and characters with different weapons. I would like to share spell animation between characters using their weapons. It would let me keep character textues with their weapons on their own atlases instead to pack all weapons into the skill's atlas and load them all when only one character will use spell.

    Does anyone have idea how I could do this? :think:

    Have a great day ! 🙂

  • Hello Spiners!

    I am going to make a project for several characters.

    I have characters A, B, C and D. They have their own folders with their own clothes textures but they use textures 1, 2 and 3 for their spells. E.g. Character A uses spell texture 1, Character B uses spell texture 1 and 3, Character C uses spell texture 2 and 3. Character D uses spell texture 1 and 2.

    I will have more characters and dont want duplicate several times spell textures 1,2,3 (and will be more) in each character's atlas. How could I create one atlas with spell textures for all characters ?

    My idea is to make another skeleton for spells with all textures for each character and create animation per character with textures it uses. Do you have any better idea? :hmm: :hmm: :hmm:

    Hope you understand what I was mean, if not just let me know! 🙂