Nate

Spine 4.0 has been released and is ready for use in production! It's our biggest release ever, bringing you tons of new and exciting features, including an amazing new graph view. Check out what's new in our blog post here:

Blog: Spine 4.0 is here

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Nate

Nate
  • Posts: 11350

nicmar

Amazing! Great work everyone, just been using the Beta for a few weeks but i totally love it, especially the curve editor!
We're making SpaceChef with Spine. An action filled cooking adventure. We're coming soon to Kickstarter, sign up for our newsletter to be the first to get notified: www.spacechefgame.com. Follow our work on Twitter @BlueGooGames.
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nicmar
  • Posts: 120

foriero

Great work. Thank you guys. Up next default track and mixes per animation stored in Editor and followed in Runtimes if track or mix have not been explicitly given. :-)

Default track per animation should be straightforward and not breaking anything.
Founder & CEO Foriero s.r.o.
https://studio.foriero.com
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foriero
  • Posts: 462

IndieDoroid

I don't use Godot personally, but Spine's support must be greatly appreciated by that community. Please don't forget about us Unity plebeians ! :rofl:
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IndieDoroid
  • Posts: 218

Harald

IndieDoroid wrote:Please don't forget about us Unity plebeians !
No worries! :nerd:
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Harald

Harri
  • Posts: 3353

PESEZZZ

I'm absolutely lost. New plugin's version doesn't build at all.

It seems not depend where you are trying to use runtime: example from git "spine-ue4" or your project. There's only one error:

Running D:/Program Files/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="D:/Unreal Projects/spine-ue4 4.26 - 2/SpineUE4.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Creating makefile for SpineUE4Editor (no existing makefile)
@progress push 5%
Parsing headers for SpineUE4Editor
Running UnrealHeaderTool "D:\Unreal Projects\spine-ue4 4.26 - 2\SpineUE4.uproject" "D:\Unreal Projects\spine-ue4 4.26 - 2\Intermediate\Build\Win64\SpineUE4Editor\Development\SpineUE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\pesez\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
D:/Unreal Projects/spine-ue4 4.26 - 2/Source/SpineUE4/MySceneComponent.h(8): Error: #include found after .generated.h file - the .generated.h file should always be the last #include in a header

What am I doing wrong? There was not with previous runtime version - plugin was successfuly builded before. Version of UE doesn't change - it's 4.26.2
PESEZZZ
  • Posts: 5

Ryusui

When can we expect Godot support? Like, I imagine this will be at least partly something that the Godot devs will have to implement, but when is Spine 4.1 (or will 4.2 when it will be properly "production-ready") likely to be available?
Ryusui
  • Posts: 10

Mario

@PESEZZZ terribly sorry for that. The include file oder in MySceneComponent.h was incorrect after applying a formatter AFTER checking spine-ue4 is working as intended. It's fixed in the spine-runtimes repository!

@Ryusui the Godot devs will not have to implement anything for a Spine Godot runtime. How long that runtime will take to create I can't tell. It also depends on whether we target both Godot 3 and 4, or only 4. I'm leaning towards only targeting 4 at the moment, knowing that version is not yet done.
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Mario

Mario
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PESEZZZ

@Mario well, the error was changed :D
The project could not be compiled. Would you like to open it in Visual Studio?

Running D:/Program Files/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="C:/Users/pesez/Desktop/spine-ue4 4.26/SpineUE4.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Creating makefile for SpineUE4Editor (no existing makefile)
@progress push 5%
Parsing headers for SpineUE4Editor
Running UnrealHeaderTool "C:\Users\pesez\Desktop\spine-ue4 4.26\SpineUE4.uproject" "C:\Users\pesez\Desktop\spine-ue4 4.26\Intermediate\Build\Win64\SpineUE4Editor\Development\SpineUE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\pesez\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
Reflection code generated for SpineUE4Editor in 9,9828223 seconds
@progress pop
Building SpineUE4Editor...
Using Visual Studio 2019 14.29.30038 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30037) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Upgrade]
[Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
[Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
[Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
[Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
[Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in SpineUE4Editor.Target.cs, and explicitly overriding settings that differ from the new defaults.
[Upgrade]
Building 25 actions with 4 processes...
@progress 'Compiling C++ source code...' 0%
@progress 'Compiling C++ source code...' 4%
[1/25] Default.rc2
@progress 'Compiling C++ source code...' 8%
[2/25] Default.rc2
@progress 'Compiling C++ source code...' 12%
[3/25] Default.rc2
@progress 'Compiling C++ source code...' 16%
[4/25] SharedPCH.UnrealEd.cpp
@progress 'Compiling C++ source code...' 20%
[5/25] SharedPCH.Engine.cpp
@progress 'Compiling C++ source code...' 24%
[6/25] PCH.SpineUE4.cpp
@progress 'Compiling C++ source code...' 28%
[7/25] SpineboyCppPawn.gen.cpp
@progress 'Compiling C++ source code...' 32%
[8/25] SpineUE4GameMode.gen.cpp
@progress 'Compiling C++ source code...' 36%
[9/25] MySceneComponent.gen.cpp
@progress 'Compiling C++ source code...' 40%
[10/25] SpineUE4GameMode.cpp
@progress 'Compiling C++ source code...' 44%
[11/25] SpineUE4.cpp
@progress 'Compiling C++ source code...' 48%
[12/25] SpineboyCppPawn.cpp
@progress 'Compiling C++ source code...' 52%
[13/25] SpineUE4.init.gen.cpp
@progress 'Compiling C++ source code...' 56%
[14/25] Module.SpinePlugin.cpp
C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(47): error C4477: "printf": ? ??ப? ??ଠ??஢???? "%lu" ?ॡ????? ???㬥?? ⨯? "unsigned long", ?? ??ਠ⨢??? ???㬥?? "1" ????? ⨯ "size_t"
C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(47): note: ४?????????? ?ᯮ?짮???? "%zu" ? ??ப? ??ଠ??஢????
C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(48): error C4477: "printf": ? ??ப? ??ଠ??஢???? "%lu" ?ॡ????? ???㬥?? ⨯? "unsigned long", ?? ??ਠ⨢??? ???㬥?? "1" ????? ⨯ "size_t"
C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(48): note: ४?????????? ?ᯮ?짮???? "%zu" ? ??ப? ??ଠ??஢????
C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(70): error C4477: "printf": ? ??ப? ??ଠ??஢???? "%lu" ?ॡ????? ???㬥?? ⨯? "unsigned long", ?? ??ਠ⨢??? ???㬥?? "2" ????? ⨯ "size_t"
C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(70): note: ४?????????? ?ᯮ?짮???? "%zu" ? ??ப? ??ଠ??஢????
C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(118): error C4477: "printf": ? ??ப? ??ଠ??஢???? "%lu" ?ॡ????? ???㬥?? ⨯? "unsigned long", ?? ??ਠ⨢??? ???㬥?? "1" ????? ⨯ "size_t"
C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(118): note: ४?????????? ?ᯮ?짮???? "%zu" ? ??ப? ??ଠ??஢????
@progress 'Compiling C++ source code...' 60%
[15/25] Module.SpineEditorPlugin.gen.cpp
@progress 'Compiling C++ source code...' 64%
[16/25] Module.SpineEditorPlugin.cpp
@progress 'Compiling C++ source code...' 68%
[17/25] UE4Editor-SpineEditorPlugin.lib
????????? ??????⥪? C:\Users\pesez\Desktop\spine-ue4 4.26\Plugins\SpinePlugin\Intermediate\Build\Win64\UE4Editor\Development\SpineEditorPlugin\UE4Editor-SpineEditorPlugin.lib ? ??ꥪ? C:\Users\pesez\Desktop\spine-ue4 4.26\Plugins\SpinePlugin\Intermediate\Build\Win64\UE4Editor\Development\SpineEditorPlugin\UE4Editor-SpineEditorPlugin.exp
@progress 'Compiling C++ source code...' 72%
[18/25] MySceneComponent.cpp
@progress 'Compiling C++ source code...' 76%
[19/25] UE4Editor-SpineUE4.lib
????????? ??????⥪? C:\Users\pesez\Desktop\spine-ue4 4.26\Intermediate\Build\Win64\UE4Editor\Development\SpineUE4\UE4Editor-SpineUE4.lib ? ??ꥪ? C:\Users\pesez\Desktop\spine-ue4 4.26\Intermediate\Build\Win64\UE4Editor\Development\SpineUE4\UE4Editor-SpineUE4.exp
@progress 'Compiling C++ source code...' 80%
[20/25] Module.SpinePlugin.gen.cpp
PESEZZZ
  • Posts: 5

Syneos

How to update Spine to the new version 4 please?
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Syneos
  • Posts: 37

Nate

You would choose Latest 4.0 on the launcher window:
Getting started - Spine User Guide: Running Spine

If you don't see that, you may need to download and reinstall Spine from your Spine license page. If you can't find it:
Spine: License Recovery
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Nate

Nate
  • Posts: 11350

SammyX

Godot support was an essential pre-purchase requirement for me, thank you. I will need to rustle up some cash now! :p
SammyX
  • Posts: 1

Syneos

Nate wrote:You would choose Latest 4.0 on the launcher window:
Getting started - Spine User Guide: Running Spine

If you don't see that, you may need to download and reinstall Spine from your Spine license page. If you can't find it:
Spine: License Recovery
Ok, It works now! Congratulations on this excellent update, look forward to having 4.1 to facilitate traditional animations! The launcher is classy.

It is necessary at each launch to deactivate the anti-virus from now on, otherwise Spine cannot be launched.
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Syneos
  • Posts: 37

Nate

Glad it is working for you!

We've had a lot of problems with antivirus interfering with Spine. Usually it's impossible to tell if a problem is caused by antivirus changing Spine's files or memory or denying access to some OS functionality, or if it is a legitimate problem in Spine. Due to this, it's better for Spine to disallow such interference entirely.
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Nate

Nate
  • Posts: 11350

IanM

I've had some spare time to dig into 4.0 now and I'm liking it a lot so far. The curve editor is niiiiiice and it really helps achieve some motion that was hard to pull off before, as well as give a birds eye view of how things are moving. Now that I've worked with it it's going to be one of those features that's tough to leave behind if I ever have to work in pre-4.0 files again!

Favour tool is also very slick, liking that a lot. The axis splits and +360 degree rotation are also absolutely lovely additions that will make keying things a lot more convenient.

Also have to say that I love the way that blog post is put together. Lovely animation work there. :)
IanM
  • Posts: 23

Nate

@PESEZZZ I'm not sure what's going on there. Mario will be along soon to help out. You might want to create a new thread for your specific problem, so it doesn't get lost in the general 4.0 release discussion.

Thanks @IanM!

I agree, the graph really makes a big difference. It's a lot easier than < 4.0 to keep movement smooth as the value passes through keys. It also makes animating faster, both by being able to edit values directly in the graph instead of in the viewport and by being able to see the entire motion without needing to scrub the timeline. Still, I know it will take time for some people to adapt if they have been using < 4.0 for long time with dopesheet-centric workflows.

The blog post ended up being a nice test for our Spine Web Player. You can see the JavaScript for the blog post here. The player makes it easy to throw your Spine animations on a web page, even when you need to customize the behavior.
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Nate

Nate
  • Posts: 11350

IanM

Oh hey, that web player looks neat!

Actually, question about that header animation: it seems to have a really nice looking motion blur going on. How's that being implemented? Is that a blurred sprite of the character being manipulated inside Spine, or rendered out in post?
IanM
  • Posts: 23

Nate

It's a simple blurred image, you can see it in the atlas:
http://esotericsoftware.com/files/blog/4.0-released/exports/atlas1.png
It's neat to get such a nice effect without using much atlas space.
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Nate

Nate
  • Posts: 11350

IanM

That holds up very well in motion, elegant approach! Always cool to see great effects done simply like that
IanM
  • Posts: 23

PESEZZZ

Nate wrote:@PESEZZZ I'm not sure what's going on there. Mario will be along soon to help out. You might want to create a new thread for your specific problem, so it doesn't get lost in the general 4.0 release discussion.
OK, i will wait for him in another topic at "Bugs" section.

So, I recommend all of UE Editor 4.26 users do not update for 4.0 right now, because it's have an issue with plugin's building stage
PESEZZZ
  • Posts: 5

Harald

This issue should be fixed now as well, see this forum thread:
UE4 Runtime 4.0 version doesn't build
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Harald

Harri
  • Posts: 3353

Hackerham

npm pixi-spine/all-4.0 is up to date, works with pixi 5 & 6.
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Hackerham
  • Posts: 9

bneal013

Let's hope 4.1 has godot. That's my go to 2d game engine
bneal013
  • Posts: 3

Nate

@Arun, you'll need to download and reinstall Spine from your Spine license page. If you can't find it:
Spine: License Recovery
Sorry about that, a certificate expired in older Spine installations but also you need a new launcher to run 4.0.
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Nate

Nate
  • Posts: 11350

Arun

I downloaded the new Installer... had a NSIS error!
solved that problem and when installing it quarter way through I had an error saying corrupt Installer...
so now I cant install the new one and lost the old one too...

the installer freezes and closes when Extracting: jvm.dll to about 26% everytime...
if the installer is corrupt where can we download the previous version? I replaced the last working installer with the new one.
Arun
  • Posts: 1


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