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  • Not Accurate Animation Playback

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I don't know if this is a bug but every time I play animation the results in the viewport are non 100% accurate to the animation. It seems that Spine can't catch up the playback.

See video here: HERE

I'm running Spine 1.7.03 on Mac OS X Mavericks 10.9.1, and this problem seems to occur from the beginning I have been using Spine (1.6.38).

This is not a bug. When you are scrubbing the timeline (without holding down shift) you don't see subframes. Try scrubbing the timeline while holding down shift then you will see the problem appear while scrubbing. There are multiple ways to fix this, one of them is to use stepped keys for the bone containing the foot so you change it's position at the same frame as where you change the image.

Moved the topic out of the bug section 🙂

Ohh i see, I'm from Flash background so there wasn't any change I could think about this in that way 😃 Sorry for misunderstanding.

EDIT: Maybe there's a chance for a setting checkbox disabling sub-frames in animation?

A checkbox wouldn't do much. Framerate limiting is something that's done at runtime. People have requested that feature before though.

The thing that's misleading on the editor side are the numbers on the timeline. Spine doesn't store animations in terms of frames so there's technically no such thing as a "sub-frame". It saves keys in terms of seconds and fractions of seconds and everything else is interpolated on a continuous scale.

@Shiu. Would it be cool if the timeline had graduations/lines between numbers to suggest Spine's continuous instead of discrete-frame nature? Then people can immediately understand that there's always something between the numbers the timeline snaps to... hopefully. At least it's one more thing to hint at it.

That's a great idea Pharan. As for the feature request, it is already possible to play it back without showing subframes. Go into playback options and toggle "interpolated" off 🙂

That seems more clear. Thanks Pharan.