• Runtimes
  • Exporting Animation Frames

Hello,
I don't have Spine, and I'm just someone who wants to export animation frames from the assets of a game I have.
I tried Skeleton Viewer, but of course it doesn't export anything, and moreover, the background is grey and there are axes behind the animation, and taking screenshots won't give the transparency the images have.
I just want a single frame from each character's animation (just the initial pose), and that doesn't really justify for me buying Spine (if it even does that).
I also tried writing a program that reads the asset files and draws the pose, but I ran into a wall because I don't understand how inverse kinematics and paths work for the bones, nor could I figure out how the regions are placed in relation to the bones from the uvs/vertices.

What other options are there for me?

(I'm sure someone would offer taking the files and exporting it for me, but that's not feasible because there are hundreds of characters and tens more get added each month, so it's better if there's a more sustainable option)

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    MDPlayer Hmmm, this is considerably more work than exporting from the Spine editor, but it is possible to export PNGs with transparent backgrounds using the Timeline extension with the spine-unity runtime: https://esotericsoftware.com/blog/Combine-animations-in-Unity-using-the-Timeline-extension

    However, I think you will find that it would still be faster to ask someone else to do the exporting after considering this method. In particular, you write that you need to export images of a large number of characters, but the above method is not at all suitable for handling a large number of characters.

    If you use the Spine editor, exporting images does not take much time. To avoid wasting your own time, I respectfully suggest that you use faster methods.

    Getting a Spine license or asking someone with a Spine license to export for you is easiest, as Misaki described.

    We provide Java code to render a skeleton and write PNG files:
    EsotericSoftware/spine-runtimesblob/4.1/spine-libgdx/spine-libgdx-tests/src/com/esotericsoftware/spine/PngExportTest.java
    Using the Spine Runtimes for personal use is fine without a Spine license.

      Nate I tried Unity like Misaki said, but I couldn't figure out how to run it.
      Then I tried the Java runtime with IntelliJ IDEA, and it worked with the Spineboy example (but it gave the error "finished with non-zero exit value -1073740791", despite the code saying "System.exit(0)").

      For anyone who might want to do the same and stumbled on this post, this is what I needed to do so that I could do the same with the characters:
      -Create a folder in the assets folder next to Spineboy that contains the atlas, json, and PNGs of said character.
      -Remove the line "json.setScale(0.66f);" (or maybe change 0.66f to 1).
      -Change the code so it gives the atlas and json of your character.
      -Change the width and height of the frame buffer in the code. You can make it the same as the width and height in the json, and then increase them if they're not enough.
      -Change the x and y in setPosition. You can also use the x and y from the json's skeleton (but positive).
      -Change the animation from "run" to whatever the name is of your character's animation.

      That was everything I needed to do.
      You may possibly need to change renderer.setPremultipliedAlpha(true) to false instead of true, in case the atlas says so. And also you could change the fps to match the skeleton in the json.

      Thank you both for your help!