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One of the things that can change in the program is -> because when creating a bone and setting a picture to hold, you must first select which bone to hold the newly created, in my opinion this is an additional delay.

In my opinion, the right way is if there is no selected bone to attach the newly created bone, the program will automatically create a bone to the root and add the image to it.

The other thing is the ruler, which is added, there is no possibility to draw lines.

There is no hotkey that automatically puts key-frames on all (rotate / scale / move).

Missing key, as in photoshop when you scale an object (Maintain aspect ratio) if you pressed the padlock, proportionally scale and (x, y) the only way at the moment is to use axis in viewport.

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Thanks for the feedback! It's always interesting to hear what people feel is missing when they are exploring Spine.

1) If you drag an image file from the Images node into the viewport, Spine creates a slot for the image on the selected bone (or root if nothing is selected). We could create a bone as you suggest, but where? At the center of the image? After you place the image and bone this way, it is unlikely the bone would be where you need it, then you'd need to enable bone compensation and adjust the bone position or hold alt with the Create tool to redraw the bone. I'm not sure this is better.

Note the most common workflow is to use the Photoshop script and Import Data so all your images are in place, then you just need to create the bones. Since the images are already placed, they help when choosing the bone locations.

2) It's true, we added the rule but don't yet have guides. We will in the future!

3) Generally you want to use as few keys as possible. We could add a hotkey for this though.

4) The Scale tool is proportional by default, meaning when you click and drag in any blank space in the viewport. You have to grab the X or Y axis handles to scale only on one axis. Spine tries to avoid making you click or drag tiny handles, instead you click to select, then you can manipulate by dragging anywhere in the viewport.

1) the idea is that when you drag a picture and click with the bonnet on it, you create a bonnet exactly where you clicked. For example (dragon bones program)

3) the reason you need to set the 3 keys with one button is that if you are somewhere ahead in the timeline and you want to make a freeze frame you need to remember all three. Otherwise, you must click three times so that the next frame is not interpolated from an old key back in the timeline.

4) this is a convenience when you animate from the lower window and do not use the viewport.

Thanks for your time, and keep it up, program is awesome, i'm only here to give you good advice to be more awesome!

3) Note that the hotkey ctrl+shift+L will key all the dopesheet rows that already have a key.

We'll consider your suggestions, cheers!

it's cool, but it should work without even having keys in the beginning. I'm looking at things to work faster on the program, and it's definitely slowing down.

In 3dsmax / Maya / and other programs for animation when hit "K" anywhere in the timeline, createing scale/move/rotate key which interpolate with first key in the scene (auto generate key in 1 frame with scale/move/rotate).

4 dias depois

one from me 😃

Would be great to have similar functionality as Ctrl+Shift+L but instead it places keys as in setup pose. Currently I delete keys from first frame hit Ctrl+Shift+L and copy newly generated setup_pose_keys to where I want.

@warmanw sounds useful, we've added Dopesheet Setup Pose to v4. It sets the rows in the dopesheet to the setup pose. That won't set a key unless you have auto key on.

@whoshez it occurs to me we already have ctrl +L which keys the scale, rotation, translation, and shear for the selected bones. That's what you wanted, except it also keys shear. I guess that is OK? Later you'd likely use animation clean up to remove unnecessary keys anyway.

11 dias depois

big thanks for the feature you add @Nate! keep it up!


is there a option to turn off glow highlight ? thanks. The problem is that when I have very large objects on the stage, when I turn on the highlight, I can't see objects below them.

Hmm. There is, sort of. You can set a hotkey for Hide Selection. It isn't bound by default because it would be very confusing to press it by accident. We've improved it a little in v4, eg so it shows the box during box selection and a few other minor things.

We'll consider a setting to turn it off completely.

I tried the hotkey, in my opinion this is a wrong decision not to show the border, which shows the parameters of the image, the only thing that needs to be hidden is the glow inside.

We've added a setting in v4:

Image removed due to the lack of support for HTTPS. | Show Anyway

When unchecked:

Image removed due to the lack of support for HTTPS. | Show Anyway

4 dias depois

@Nate ill test it when version 4 is live, thanks!

something that makes an impression on me, when I want to rotate an object from 0 - 180 degrees to - 360 degrees, and then the spine receives 360 = 0 degrees which should be so, but during the animation to avoid this problem I have to hit 359.9. Did you think they had a way to avoid this problem?

Note in v4 you will be able to rotate > 180 or < -180 degrees.

9 dias depois

Hello, I found something very strange with json files when exporting. When you export a json file with several skeleton files inside. It creates an atlas, but the various json files do not store information to the current atlas. In other words, the atlas only works if it is renamed to the name of one of the selected jsons. Is it possible to change this? loading in PIXI, breaks because is looking for the same name as the json files.

Skeleton data files (JSON or binary) are separate from the atlas. The attachment loader at runtime is usually what finds the atlas regions, usually by using the attachment name or path. More here:
Loading Skeleton Data - Spine Runtimes Guide: AttachmentLoader

When you export skeleton data, there is a checkbox to pack an atlas. This is for convenience for simple projects only. You may want to run the texture packer separately. Many different skeleton data files can use the same atlas. More here:
Texture Packing - Spine User Guide: Packing

I don't know how PIXI.js does it, but you should not be required to rename files.

3 meses depois

I finded few more things which can improve your program.

-shift work reverse. in other programs when hold shift, you move more faster, at the moment in Spine is opposite.

-option to tag sprite in tree like as guide (exclude in export).

-option to lock sprite in tree like in photoshop lock layer.

Hello! regarding the first one, you can customize hotkeys so that holding shift doesn't do that, but you currently cannot get the inverse behavior.
Settings - Spine User Guide: Hotkeys

Regarding the second and third one, both are possible: just select the attachment, and in its properties options uncheck Export and Select to get the desired effects. Please note that if you uncheck export but you key the attachment in an animation, it will still be exported.

big thanks, Erika!