sHAYM4N

  • 3 May 2023
  • 19 Tem 2017 tarihinde katıldı

    Hi I use a streamdeck a lot, and have some multi step actions I use like switching profiles whenever an app is in focus, or opening a profile when an app is open. With Spine these dont seem to work at all - and wondered if it was down to the launcher exe not being the actual target application that is open. Is there another exe located somewhere other than in program files that I can target as the app?

    Many thanks

    • Hi Nick

      Just wanted to say thanks for the work you have done with Spritato, its definitely a massive benefit to me. At the moment I am still trying to tag my PSD files properly because I don't expect clients to be using it yet (though hopefully they all will soon, and I do mention it to them!)

      Have noticed last couple of days that it has been crashing several times on particular PSD's (when opening) have tried to narrow it down by resaving them or removing layers, and even used clip studio paint to resave and using a blank psd file, but it just crashes straight out for some reason. (Older files that I have saved as a project are fine - so wondered if the problem lies elsewhere). Sometimes have had a warning so will see if I can catch it. For now will have to use the standard exporter which is a pain (but also shows how useful Spritato has become to me!) Thanks again

      EDIT Uninstall/Reinstall seems to have worked from the store! Sorry should have checked first, but my store downloads are extremely slow today, so dropped a message in the meantime.. If it happens again, will try and catch the warning.

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    • Hi, Ive been having a few issues reverting back to 3.794 (which I still require for a few projects) I get a hotkeys error on launch which I tried ignoring, but also noticed that the keyframes for slots dont seem to stay in sync when I scrub through the timeline (they stay on the same attachment key - despite obviously changing in the viewport). Have tried uninstalling and reinstalling but with the versions system as it is I still have to revert from the latest so can't seem to find a valid fix?

    • Thanks Nate, I didn't realise it worked in segments like that, it may help explain the problem I've been seeing then (just strange I never noticed it before!).

      Best probably illustrated at this point here Spine Wobble (3.8.83) - YouTube

      It almost looks like it is easing between segments so appears as a slight wobble at the end and start of the entire animation (Guessing this is the transition between segments). Thanks for the workaround, but as this animation may need quite a bit of tweaking may have to rethink it and possibly use gsap for these elements. I suppose having a more intense ease on a longer transition like that is not ideal in this case. (Its to be used on text sprites - so it will be more noticeable).

      Thanks again for the info!

      Maybe that because I've been using gsap that the difference became more noticeable 🙂

    • Hi, I haven't dropped this in bugs because I'm not entirely sure if it is yet.

      I'm working on a simple scene, and started animating some basic transform keyframes and have noticed that the transition jerks a bit even though there are only two keyframes?

      It seems to be worse and more apparent if I manually alter the easing graph, but it's even visible when hiding the attached images so not sure what is going on?

      I've set things back to a basic to see if anything could have been conflicting & have uploaded a quick video to youtube here, not sure if it is immediately obvious with the video frame rate but there is quite a pronounced wobble towards the end of the ease?

      This also appears in the pixijs project Im using it with on export.

      EDIT (Have updated the video with one from a blank project just animating a single bone to test). If the keyframing duration is short its barely noticeable but over a longer duration it becomes quite pronounced?

      Any ideas greatly appreciated!


      Just updated to 3.8.84 and appears the same (as did the last version of 3.7) also tried a fresh reinstall but still the same. Is this a known issue with easing over a duration like this. Have never noticed it before?

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    • That's awesome thanks Erikari! Think I will try the first option. The post is already going to be pretty media heavy, so maybe the best for now, but good to know about the APNG too! Will give it a shot


      Erikari yazdı

      Hey! I think you have a few options:

      Rename the assets with a prefix for each skeleton
      You can use find and replace to rename all the bones, images paths, slots and add a prefix.

      To rename your png files in a fast way, on windows you can use RegExRenamer http://regexrenamer.sourceforge.net/
      you launch the program, then head to the images folder. in the search field you type: (.*) and in the replace field you type: prefixname-$1

      You can do the exact same in Spine when you enable RegEx find and replace: Tree - Spine User Guide: Regular expressions it sounds complicated but it's really just this.

      When you move the skeletons into one master skeleton, you'll need to recreate any constraint you might have had, then reimport the animations.

      Export an APNG
      This has the great advantage of saving all of the hassle above, it has high quality, but it can be a bit heavy, and it will be a regular image on unsupported super old browsers. Export - Spine User Guide: APNG

      Regarding coding options, I can't help you, but I'm sure Mario or Nate will have suggestions 😃

      Bit of a job, but worked perfectly, many thanks!

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    • Hi, I'm currently redeveloping my portfolio website and have been trying to use the webplayer in a few projects I'm presenting.

      So far it's working great and such a nice bonus release

      One problem I have at the moment though is I have a set of 12 game symbols (for a slot game I designed) that I was wanting to present in a grid on 1 player. They were all put together as seperate spine projects but share similar animation names.

      The icons are too small to have there own player each, so a grid would be the only real option I could use. I haven't found a way in the javascript code to add more than one skeleton to a player, so I guess this option isnt possible?

      Only alternative I thought of was importing all the skeletons into one project and trying to have them under one root, but some do share image file names too, so this maybe more work than it would be worthwhile.

      Any other ideas greatly appreciated!

    • Relative Path constraint tartışmasında
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    • Relative Path constraint tartışmasında

      Hi all, I've been struggling a bit with something which I don't think maybe possible with Spine alone but just wanted to check.

      An animation I've been working on has a creature with crates (with a sack of gold in each) there is an animation that blows the crates, and the sack drops onto a conveyor belt.which then drops into a pit. I've used a path constraint for the conveyor belts and have been animating the constraint to drop it and move it along the belt. The issue I have is that the x position of the crate/sack when blown is currently at a different position, so it always jumps to the start point and cant see a way to make this relative?

      I'm going to rework it now so that the crate swinging stops and the crate is extended to match the path start position as a workaround, but just wanted to know if something like this was at all possible?

      Cheers!

    • Hi many thanks for the replies, well in this case it's for a slot game - PixiJS.

      The bonus round I'm creating has a monster with 3 crates that lower, he grabs them, player selects crates explode etc...

      The scene itself is 1 skeleton with a bone rig for the monster & 3 bone setups under the root for the crates. The crates are identical but do twist with mesh deforms using an offset and a swing to make them appear to not be the same setup.

      The crates I couldn't have as separate skeletons (as far as I am aware) because I'm using transform constraints to attach and drop them.

      To be honest I have only just noticed linked meshes as well which may help in this case too -, but thought it maybe handy to have some sort of setup whereby bones and meshes could be linked as a prefab of sorts (or a smartobject in photoshop would be another good example).

      Problem with the workflow has been the mode itself hasn't been fully defined and as I'm working and testing it pretty much ad-hoc so if I change something in crate 1, I'm having to duplicate all the changes for each tweak on each crate, which can take a little time.

      It's nothing major right now as I'm pretty close to it being done, but thought it maybe a nice feature to have at some point.

    • Hi, I was just wondering if a prefab instances option could work in Spine?

      I've been working on a scene with a few props that need to be identical, run the same animations, but then also have other higher level animations that affect the positioning of these props with constraints etc.

      The props being just a series of bones, skeletons not being an option as I need to use constraints with a creature that effectively grabs them

      The problem I have is that if I want to add something to one of the props, like a new set of sprites, bones etc. Is that I'd have to change one of the originals, delete the series duplicate the new one and reset up for the animations with constraints which can be pretty time consuming.

      Unless I'm missing something or there is a better option, it would be great if there was a feature to prefab a series of bones that could be updated across a set?


      Hi, think this topic has been moved to Unity - but I probably didn't explain very well. I don't mean anything connected to Unity prefabs, but more of a prefab instance like system within spine for bone setups?

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    • Visibility sets or some way to hide parent bones without hiding children would be really handy. Some cases colour coding etc wont work if the bones are all in the same x-y (like a ui element as below)

      OzAdi yazdı

      Hi,

      following a question someone asked on this forum, I've uploaded to vimeo a small tutorial about seamless looping in spine:
      https://vimeo.com/226022028

      this got me thinking about a looping feature I think could be very beneficial if we had it in spine.
      it would be great if we could mark a channel in the dopesheet as infinite loop, so even if we offset the keys a few frames, when we playback, spine will repeat the loop before and after the keyframes, this can help the animator play with the amount of offset, to get to the desired result, then another part of this feature would be the ability to "freeze" the loop on these channels in respect to a user input start and end range, so spine will automatically create the appropriate keys, and delete the keys out side the user input range.

       Loading Image

      this feature works great in Softimage (freeze cycle) or in Maya (Bake channel)

      *seems like BBCode doesnt work for me, any idea why?
      Oz.

      Love the idea, not really used Softimage or Maya but would be interested in seeing how that works 🙂

      I have a ton of icons I'm often got to animate on loops, and takes a lot to get my head around sometimes in making them seamless (great vid btw)

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      Hi all, been loving spine so far - working with it alongside PIXI.js atm and its been brilliant. Mostly character animations and simple things atm however, still trying to get to grips with whats possible with tracks and mixing.

      I have a really simple animation I need to do, but not sure if it would be best served up with something else like gsap. All the icons so far as spine based for this game, so really would like to keep it the same.

      The icon is a simple dial that rotates however, I want it to rotate to start with easing - then continuously loop spin (linear no easing) then again stop with easing, once a function calls for it to stop.

      I have tried it with two animations a simple one with a 360 turn and an ease at the start, then a looped animation that calls once the first has completed with the linear - its not totally seamless atm but passable, also the ease to stop would be more problematic because how would it know at what rotation point the icon is at when a stop is called???

      I was wondering if this was possible by mixing tracks instead, but not sure how best to go about that or if I just switch to gsap for this one?

      Any ideas or tips greatly appreciated!