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  • Frame By Frame animation question.

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Hey everyone! I've been using spine for animation for over a year now and in my newest project I'm doing a lot of particle effects and explosions and junk in Flash. I usually whip them up in spine files since it's often easier in the tech we have to use spine than to actually make up a character sheet.
The way I do it (I don't actually imagine there is a different way) is I make a new object and simply drag all the frames into it. but When doing frame by frame I find that I have to scroll the bar over with my mouse, highlight the next image in the sequence, then skip to the next frame, highlight the next frame in the sequence, and repeat. It is truly a tedius task when rigging up an explosion that has 50 + frames.

Is there an easier way to lay out frame by frame animations in spine? or am I doomed forever to this minor inconvenience?
Sincerely,
Gettingtiredofclicking

  • Düzenlendi

There are shortcuts for Next Frame and Previous Frame (defaults: R and F)
The Auto Key feature is also helpful.
That should allow you to keep your mouse cursor on the Tree panel and not have to jump back and forth between the Tree and the Dopesheet. 50 frames should be less tedious this way.

Apart from those, no, you'll have to keep doing what you're doing right now.
I hope you understand Spine's system enough that it doesn't come out too hackish
(ie, you should put all the images in one slot instead of each in their own slot.)

There's a planned feature that's supposed to do what you're trying to do with image sequences, but with some extra features like repeat and pingpong and without you having to do things manually. But it's not in Spine yet and there's no word on when it's going in so I don't recommend waiting for it. It's not that things in Spine get implemented terribly slow, it's just that there are priorities and telling which features are coming next is a bit unpredictable.

OH I had repeat on so I couldn't use those hotkeys to go farther on the timeline. Thanks!

Setting a key for each frame is a huge pain, even with hotkeys. We'd like to improve mixing frame by frame with skeletal animation soon-ish. Ideally you'd have a single attachment that knows about all the frames and plays them back at a fixed framerate. This also allows for looping, pingpong, etc throughout animations without needing any keys. The task is in Trello.

Nate yazdı

Setting a key for each frame is a huge pain, even with hotkeys. We'd like to improve mixing frame by frame with skeletal animation soon-ish. Ideally you'd have a single attachment that knows about all the frames and plays them back at a fixed framerate. This also allows for looping, pingpong, etc throughout animations without needing any keys. The task is in Trello.

I've also been wondering about the best way to insert image sequences into animations for things like special effects, eg smoke coming out of a gun/sword slash marks. Sounds like a really useful feature, looking forward to that one!

7 yıl sonra
Nate yazdı

Setting a key for each frame is a huge pain, even with hotkeys. We'd like to improve mixing frame by frame with skeletal animation soon-ish. Ideally you'd have a single attachment that knows about all the frames and plays them back at a fixed framerate. This also allows for looping, pingpong, etc throughout animations without needing any keys. The task is in Trello.

Hello!
Have you implemented this function now please?
Because I have more than 100 images and the keyboard shortcuts are not working. It's hell if I have to do this for every sprite, it's about 1 century.

I'm sorry, we haven't done it yet. However, we just finished 4.0 and have plans to do this in 4.1! The issue for it is here:
https://github.com/EsotericSoftware/spine-editor/issues/9

Hotkeys should be working. Maybe we can help with that?

A user created a Python script that you might find helpful:

Ok, thank you. Do you have an approximate release date for version 4.1 please?

4.0 was just released. After some time we will start releasing 4.1-beta versions. When all the features are finished and stable, then we will release 4.1 as non-beta. It will be quite some time, but I'm afraid I can't give an estimated date.

Ok, thank you!

Can you inform me about the content of 4.1?
It will be possible to import a traditional animation and that this is automatically applied with the keys (as with the script, but without having to do the manipulations)?

Since we just did the 4.0 release with huge new features and it took a long time, for 4.1 we will focus on "quality of life" type of improvements. Those are the many smaller features that make using Spine more pleasant.

For frame-by-frame animation, the idea is to have an attachment that has a frame rate setting and will show a number of images sequentially. It is a single attachment that shows multiple images, keys are not necessary.

bir ay sonra
Nate yazdı

Since we just did the 4.0 release with huge new features and it took a long time, for 4.1 we will focus on "quality of life" type of improvements. Those are the many smaller features that make using Spine more pleasant.

For frame-by-frame animation, the idea is to have an attachment that has a frame rate setting and will show a number of images sequentially. It is a single attachment that shows multiple images, keys are not necessary.

This feature will be absolutely awesome!!


Nate yazdı

Since we just did the 4.0 release with huge new features and it took a long time, for 4.1 we will focus on "quality of life" type of improvements. Those are the many smaller features that make using Spine more pleasant.

For frame-by-frame animation, the idea is to have an attachment that has a frame rate setting and will show a number of images sequentially. It is a single attachment that shows multiple images, keys are not necessary.

Are we likely to see 4.1 released this month? Do you have an estimate on the release date please?

Syneos yazdı

Are we likely to see 4.1 released this month?

FYI, here is the non-beta release history. The minimum interval is about 6 months. At most you could get is a 4.1 beta which include your requested feature implemented but no way for a complete non-beta 4.1 release this month.

4.0 2021 July
3.8 2019 Aug
3.7 2019 Jan
3.6 2017 Jun
3.5 2016 Nov

Aye, non-beta takes a while, as we need to be sure people won't have a catastrophe when they update. 🙂

We pushed very hard for 4.0 and the team has been taking summer vacations to recuperate in a rotating fashion, so we always have folks available to help. We'll be back at full capacity soon and will start making progress on 4.1.

Nate yazdı

Aye, non-beta takes a while, as we need to be sure people won't have a catastrophe when they update. 🙂

We pushed very hard for 4.0 and the team has been taking summer vacations to recuperate in a rotating fashion, so we always have folks available to help. We'll be back at full capacity soon and will start making progress on 4.1.

Thank you for your answers!
So any chance to see the 4.1 beta release next month for example or is it still too early?

2 ay sonra
  • Düzenlendi

I expect we'll start the 4.1 beta in the next couple weeks. I can't say when we'll have the frame-by-frame improvements, but we'll try to do it early on.


@Syneos The 4.1 beta has started and it has the frame-by-frame improvements! Region and mesh attachments have a Sequence checkbox. Works like this:

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Note you don't need to set an image path, for example if the attachment was named right-wing instead of right-wing01. If your images have zeros before the number, specify the start/end numbers with leading zeros, eg 01 instead of 1.

Why is the sequence option placed on the attachment instead of the slot?

Isn't it more straight forward to enable the sequence from a Slot and have the slot auto detect the loop range from the attachments underneath? Or even simpler, when range is not set, just loop everything under the slot when the sequence option is enabled?

As with nearly any new feature, there are many ways it could be done, each with various trade-offs. The way we chose makes it easy to display frame-by-frame animation. Your idea would require creating an attachment for each frame. That gives some additional flexibility, for example allowing each frame to be positioned or to use a different mesh. However, it is more work to set up, needing many individual attachments to be defined in the tree, in exports, and in memory at runtime. More importantly, it would mean you'd need to use a slot for each sequence. With our approach where the attachment is the sequence, you can have multiple sequences as well as non-sequence attachments under the same slot. This fits more closely with how attachments are used and especially how skins work.

Note in the GIF that there is no need for the other right-wingXX attachments. Those are there only because the existing dragon skeleton was modified for the GIF. You only need a single attachment for the sequence.

2 yıl sonra