joker0720

  • 24 juin 2021
  • Inscrit 9 août 2018
  • I wasn't thinking, and I've updated my Spine Editor to the latest version, for a while now. Well, now our game wont import the skeleton data or json correctly. The formatting from a v3.7.xx to v3.8.xx seems completely different in the 3.8 versions. The runtime (which is 3.7 I believe) wont open them.
    Is our only option to update unity with the latest version of the runtime? I don't really have a way to open all these new animations in Spine, since they are v3.8.xx.

  • booboogaga a écrit

    Hey man, that bend direction ('positive' checkbox) is (and always has been for me) keyable in Animate mode. oO. confused

    I dont know why, but mine is grayed out, while in animate mode.


    Nate a écrit

    Maybe you could have two sets of bones, each with an IK that bends in opposite directions? Hide all the attachments for the bone you don't want to see.

    I ended up with another solution. I created another bone, above the chain, and when I flip that (by scaling) it allows for the bend to be the other direction.


    joker0720 a écrit
    booboogaga a écrit

    Hey man, that bend direction ('positive' checkbox) is (and always has been for me) keyable in Animate mode. oO. confused

    I dont know why, but mine is grayed out, while in animate mode.

    Ah, I figured it out. It's because the one I want to flip is in the middle of another IK chain.

  • Nate a écrit

    Maybe you could have two sets of bones, each with an IK that bends in opposite directions? Hide all the attachments for the bone you don't want to see.

    I'll give this a try, first thing in the morning. I have another idea as well, that I'll be giving a go.

  • I need to change the direction in which an IK chain bends. While in 'setup' mode, I can change the 'Bend' to/from positive, but while in animate mode, that checkbox is grayed out. It would be absolutely awesome if there was a mix slider for this, in the future, but I need a solution much faster than a new feature could be added.
    So, what is the work around to get a limb of a character to flip to the other direction? It can flop the images or not, that doesn't matter AS much to me. I'm basically turning a character around in an animation, and the limbs need to start pointing the other direction. I've tried scaling across two different direction, but that seems to flatten the bones, and then go right back to the direction they already were bent.

  • Thanks again Erikari! Always coming to my rescue 🙂

  • I've set up IK on 4 bone legs before, but I've never liked how it worked. Can someone help me come up with a good way to do limbs with 4 parts? (ie thigh, long knee, shin, foot) Thank you in advance!


    How I currently set it up:

    • IK constrain top two bones
    • IK constrain bottom two bones
    • Parent top to the bottom IK constraint
      This makes it so when I move the 'foot' it also moves the upper leg 1-to-1. This is okay, but makes for some not so nice movement in animation.
  • Nate a écrit

    Pasting is not affected by key Adjust. It sounds like what you want is the ability to paste keys additively. Eg, if a key moves a bone 50 on X from the setup pose, then pasting it additively would take whatever the value is in the current animation at that time and add 50 to it. This is currently not possible, sorry!

    Yeah, that is kind of what I was looking for. Much like a layering system. Hopefully it's something that comes in the future! Here is what I did as a work around:

    1. created a new key after the end of the animation I wanted to alter into a new pose
    2. pasted the pose I wanted it changed to
    3. turned on adjust
    4. selected the keys I wanted adjusted
    5. went through bone by bone and copied the numbers directly from the pose I wanted.
    6. deleted the pose key
  • Shiu a écrit

    It would be nice to see exactly what it is you're working on, maybe I will get a better understanding of the problem.

    Sorry, stuck behind an NDA, unfortunately.


    Shiu a écrit

    1. Enable the animation where the pose is standing upright and with a sword.

    1. In the dopesheet, select only the keys containing the part of the animation you want to copy, do not select all keys.
    2. Change to the animation you want to paste your keys on.
    3. Go to the right frame and paste the keys.

    I keep trying this method, with different mixtures of keys being selected (where I'm pasting), 'adjust' being on and off, etc. with no luck. Maybe Spine just doesn't have any functionality to make something like this work? Adjust is pretty much what I want to do, but with pasted keys, instead of rotating and translating each bone.

  • Shiu a écrit

    you can do that.

    1. Enable the animation where the pose is standing upright and with a sword.
    2. In the dopesheet, select only the keys containing the part of the animation you want to copy, do not select all keys.
    3. Change to the animation you want to paste your keys on.
    4. Go to the right frame and paste the keys.

    I hope this clears it up.

    I've tried several different ways of doing this, all not working as I'd expect. Here's what I would do in Maya or the like:

    1. create an animation with the breathing loop and make it my 'base layer'
    2. create a new pose in another file, or just a safe frame space in the same file
    3. create a new layer over top of the 'base layer'
    4. paste the new pose into that layer
    5. watch as the base layer animation shows through the new pose.
  • Shiu a écrit

    Can't you just copy the keys containing ONLY the breathing animation, and leave out keys that change the pose?

    I'm not awfully sure what you mean. What i'd like to do is take a single frame of animation (just the pose of standing upright and with a sword), and paste that over the hunched over animation that has the breathing; giving me the pose from standing but the breathing from the hunched over.

  • Nate a écrit

    You could play two animations at once using tracks. See the Preview view:
    Preview - Spine User Guide

    That's the real way to combine two animations. Otherwise you could duplicate the idle, then adjust it to be standing, but you'd need to do this for every animation.

    Using the tracks, this shows what I could do on a runtime side of things, but that isn't something that can export to a single animation.
    If I wanted to do the 'adjust to be standing' but by pasting the pose, how would I do that? I cannot figure out how to make it adjust all the frames, from a pasted pose. What would be amazing, would be something like 'layers' in Maya, 3dsMax, Cinema4D, etc. Since we don't have that, having a way to paste a pose over an entire animation, is our next best option. Is there a way to do that?

  • I know I can change the pose of an animation using the 'adjust' function, but what about pasting a pose from another animation into that animation? For instance, I have an idle animation for a set of creatures that is basically a breathing loop. I want to be able to reuse that breathing loop, but in a different pose, that has to match up exactly to another animation.
    In example: Breathing Idle animation of character bent over and holding a two handed spear (A1). I want to use that animation, but with a different pose that is pasted from another animation where the character is standing up straight and holding a sword (A2). I cannot use the adjust function, and just manually change it, because the pose will not match animation A2, exactly. So, I need to be able to paste the pose from A2, onto A1 and have it adjust all the frames to match, but keep the motion from A1. I could just make a whole new breathing loop, for each pose, but this will be very time consuming.
    Thank you in advance for any help!

  • Harald a écrit

    If you dislike 0.01 being the default scale, you can change this value amoung others via the Spine Preferences window, Edit - Preferences, value Default SkeletonData Scale.

    Please let me know if this is what you wanted.

    This is pretty much exactly what I was looking for, THANK YOU!
    Is there a document or something I can read, to learn about these settings? Like default mix, I'm unsure what that is.

  • Shiu a écrit

    Did you perhaps change the Output Scale to 0.01 ?

    A recommended resolution depends entirely on the type of game and the style. How large will things be rendered on screen etc. So I can't really give you a recommended resolution. However, it is easier to scale down than up. I always create my assets in Photoshop, larger than they need to be, and then scale down on export from Photoshop, or scale down my skeleton when exporting from Spine.

    No, we didn't change this setting. It's hard coded into the files. We did try changing this scale here as well, but that only changed the scale of the images on the rig, so they just got 'down rez'd' with that export setting.

  • Oooh, that seems interesting! I'll give that a try tomorrow!


    This is from my programmer: as we have been having scale issues.
    When importing files from Spine to Unity, the default scale of the SkeletonData is 0.01f. Why is this the scale and
    what is the recommended resolution for creating textures in Photoshop for use in Spine with export to Unity