Nate

Certainly! We do improvements all the time, even while working on audio, the new export, etc. It's true there are many things that would help various workflows, it's just a matter of time until we can get to everything. If you come across something that is not captured on our task tracker, please start a new thread to make new suggestions.
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Nate

Nate
Posts: 8284

matchzlj

I can`t open spine-runtimes-3.7 spine-ue4 project ,
matchzlj
Posts: 1

badlogic

What version of UE4 are you using? What operating system are you using? What IDE? What error do you get?
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badlogic

Mario
Posts: 1422

alexandr

Hi Guys!
Tell me please when will be released the official version 3.7?
Projects with which we work in 3.7 beta, do not open with version 3.6
why? How can we resolve this problem? :bang:

Thank you!
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alexandr
Posts: 5

Nate

3.7 is 99% done. There is one more minor feature to complete, other than that once we've decided it is stable enough, it will be released as non-beta. 3.6 can't open 3.7 projects because 3.7 has features that 3.6 doesn't know about. You can try exporting to JSON with 3.7, then loading that with 3.6. Though the bigger the difference in versions, the less likely this will work.
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Nate

Nate
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alexandr

Thank u very much for reply.

Another question.. We exported the project in version 3.7.36 to json format, the mesh animation does not work as it should in spine-cocos2dx 3.6. can you fix this issue? or we should wait next version of cocos? :)

Thank u!
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alexandr
Posts: 5

kbagnall

Exporting mesh deformations seems to have broke in 3.7.36-beta. Prior versions (at least 3.7.32-beta and older) meshes would export with linear interpolation, now they export 'stepped' given the same spine file.
kbagnall
Posts: 2

Nate

@kbagnall, sorry for the trouble! I'm not seeing that happen though. Maybe you can email your .spine file and explain how we can see the problem? contact@esotericsoftware.com
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Nate

Nate
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foriero

I think I have seen the same export issue yesterday. Will send spine project with exported unity skeleton later today.
foriero
Posts: 219

kbagnall

Nate wrote:@kbagnall, sorry for the trouble! I'm not seeing that happen though. Maybe you can email your .spine file and explain how we can see the problem? contact@esotericsoftware.com
On second thought it might have been bezier curve interpolation which is exported as stepped. I'll narrow this down next time I'm at work.
kbagnall
Posts: 2

foriero

Email with repro project sent. Thank you.
foriero
Posts: 219

alexandr

The problem was solved! We exported json file in version 3.7
then imported data (json file) already in 3.6, pointed the way to the images, and corrected mesh animations :party: .

Everything is working. :sun:
Thank you!

---

Hi guys,
Yesterday, I tried to work with skins in version 3.7.
In the preview window, they are not displayed.. :angel: :tmi:
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alexandr
Posts: 5

Erikari

Hello alexandr, I just tested and I see the skins that I select in the tree or using skin view also in the preview view, do you have the latest beta version?
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Erikari

Erikari
Posts: 1287

alexandr

Sorry, I worked on this Saturday, there were problems.
Now I updated the version and everything is ok. Thank you!
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alexandr
Posts: 5

nimbling

Hey!
Are there any plans on including Audio in skins?

I've got a skeleton with a few monsters, and one is a robot another a slime lord, another an alien crab... they make different sounds :)
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nimbling
Posts: 129

Nate

It's an interesting consideration, but I think skins will likely stay dealing only with attachments. You can use a single audio event and add logic at runtime to choose the right sound based on the active skin. If you are exporting video, you could use audio events for each sound and disable the audio events you don't want to play.
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Nate

Nate
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nimbling

Thanks!
I’ll end up doing that at runtime indeed, but... but... it sounds so logical to also preview them using skins? Don’t you think? :)
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nimbling
Posts: 129

Nate

Sort of. You basically have keys that you only want to apply for a particular skin, which isn't a concept we have yet. Someone else recently had a vaguely similar request, where they have transform constraints that are needed for one skin but not another, and they wanted the skin to remember transform constraints settings so they don't have to adjust them manually. There might be something we can do for these cases, but I'm not sure how much we want to burden skins, especially when the workaround is simple enough (adjust things at runtime as needed).
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Nate

Nate
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alexandr

Hello friends!
There are a couple of ideas about usability of spine.

To add tint optionfor animations names in the animation section for easier searching and dividing them into groups by color.
spine2d.jpg


You can also make markers on timeline for the convenience (when we are working with keys switching the bones).
Screen-Shot-2012-08-18-at-3.46.57-PM.jpg


Just some ideas) Have a nice day!
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alexandr
Posts: 5

nimbling

Nate wrote:Sort of. You basically have keys that you only want to apply for a particular skin
Hi! well, what I meant was, I'd like to keep the keys like I already do, per animation, and then hook up different audio-files to skin slots in the same way I attach different images to different skins.

I guess my feature request is for "Audio support for skin slots" - but I know you're all really busy with other & bigger stuff I will ALSO really appreciate :) Keep up the good work!

Edit I see where my thoughts on this came from: in my mind an audio file is an attachment much like an image is. Which it of course isn't, but in my head it was :)
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nimbling
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