• Editor
  • New video - Alternative skeleton creation

We've implemented a couple of new features to help you set up your rigs faster and I've just finished a new video that shows how you can use it. You can find the video here http://youtu.be/GS-8i6E4Ocg
The cheat sheet has also been updated with a couple of new hotkeys.

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REALLY loving these new usability features and hotkeys.
And thanks for the overview, Shiu!

Few questions and reports and stuff:
(1) Your website's server settings might be telling browsers to cache the Cheat Sheet page; had to deep refresh it on my browser to see the new hotkeys.

(2) Cheatsheet says C for Translate. Should be V.

(3) 4:56 THAT WAS A KEYBOARD NUDGE! What's the keyboard shortcut??? ;___;

(4) Clarification on the PLAYBACK DIALOG: It currently sets the speed. Does it affect the exported JSON in any way?— ie, I want to animate things at 60fps because I want to be able to fine tune the animation at certain points when it moves really fast to avoid artifacts and just so it moves exactly as I want, and this feature helps not having to hold-shift and find the .5 frames. But do I have to set the timescale when I import it into my game engine? Or will I have to scale down my dopesheet keys by half every time I need to export?— and just for complete docu, does it also save the playback settings into the project file?

Review on the alternate flow and features:
(6) I still vote on an option to select the parent bone by (+modifier) clicking on an image. Fits in with this flow (and others, I imagine) quite nicely. And goes a long way to prevent wrist pain. 😃

(7) "Parent image under mouse cursor to new bone." This is an awesome feature. Makes branching out a slot really easy. (for when you want some parts like loose armor or hair to eventually react separately with inertia instead of sticking to the main parts) I was going to request this as a feature. I think I was gonna call it a "branch slot into its own bone" or something. XD Anyway, you read my mind, and this works perfectly.

(7.1) As a related feature (since I think it builds on the same underlying code), I think what would be nice is a "reorient/recreate bone" option: the option to REPLACE the currently selected bone by click-dragging a new one— like the normal create-bone operation.

This acts like moving the pivot in other programs... only it's much better 'cause not only do you set it exactly where you click it, you get to set a new bone orientation and length too all at once. It can currently be done by turning on bone and image compensation and then switching around between the transform tools (like Shiu currently does in the video), but a recreate/reorient tool would be so much less friction to use.

(8) Create tool doesn't have its own hotkey like the other tools. Poor thing.

(9) That a lot of the multi-drag and multi-edit stuff works now is a huge time-saver. Thank you so much. I know this in particular must've been a lot of little things to implement. (though that bone branch thing must've taken some math. : p)

(10) Name tags on mouse over: huge help. Still usually too far into peripheral vision to read unless I pan the view so the items I want to select is closer to where the name is. Not a huge deal. At least it's there now.

  1. I'll need to remember to purge the cache for that page, wasn't aware that it was a problem since I don't have it myself.

  2. Oops, fixed thanks! 🙂

  3. It was the arrow keys with translate active on an image. But after a small talk with Nate it seems that feature is not yet complete, in fact Nate claimed that he had not yet implemented it so I thought I was going crazy. I'll add it to the Cheat Sheet as soon as it's where we want it to be as far as functionality goes.

  4. Changing the playback speed does not affect the exported JSON in any way. It's not saved in the project either. We have another setting coming for playback speed IIRC.

  1. I like that idea. Maybe we could use page up/down and mouse thumb keys for that.

  2. Might be improved upon further, but happy that you like it 😃 I for one love it!

2.1. Reorient hmmm that's a good idea, would it be enough to only be able to reorient already created bones or does it actually need to be able to create a completely new one.

  1. Poor guy, we need to find a nice new home for him. Orphaned buttons make baby jesus cry.

  2. Multi drag sure makes life easier.

  3. We had a talk about where to place it last night, the reason we chose the bottom center is that if we had it near the cursor it was simply too "in your face".

Playback speed is only for changing the playback speed. It isn't persisted in the project or exported. You'll have to multiple your delta times at runtime to match. We'll have a project wide setting for changing the FPS used by the timeline, but that needs a project settings dialog which is annoying. 😉

See the new changes in the version I'm uploading now! 8)
http://esotericsoftware.com/spine-changelog/#1.4.15

Well, for Unity at least, SkeletonAnimation class already has a timescale field that multiples deltaTime to feed into the update calls. We'll just have to use that for now. Thanks for the clarification.

Hold alt with bone Create tool to redraw selected bone.

@Shiu, this is the behavior I meant.
Nate, I could kiss you. But I won't. (Not while the missis is around.)

One more thing since some multi-editing stuff are coming in, though not really biggie for me for now: is there currently a way to parent multiple region attachments/slot images into one slot at once?

Just a heads up with the Redraw Selected Bone feature:
If the selected bone's rotation inheritance is disabled, it goes nuts (the cursor goes one way and the redrawn bone's rotation goes another way).
The child bones also move around if their rotation inheritance is disabled.

I noticed pressing Enter now confirms most dialog boxes. Very convenient. And that's an understatement.

Pharan wrote

is there currently a way to parent multiple region attachments/slot images into one slot at once?

There wasn't, but now there is. 🙂

Fixed redraw bone with inherit rotation disabled, thanks!

Dear spine
         Could you please tell me "event timeline" feature about when to use? So I will be convenient to arrange my time and progress.

Thank you!

Wrong thread, but sure. 😉 It won't be done until after my vacation which ends mid-July, so I would guess around the end of July.

One more heads up:
Redrawing the bone actually does create a new bone on the old one's place, huh?
(Just a warning when using it right now, it actually causes the editor to throw away the old bone's existing keys.)

8 months later

I see the video but i can not make like it, When i drag image and create bones like in video, the hover image don't have box, and only draw bone, not include image below the mouse. The "select" check box when drag spineboy not exist. Please update the video or tell me the step mo make it work. I use Spin Pro 1.7.12 on Windows 8 64 bit.

Hold shift to attach the image under the bone you are drawing.

Nate wrote

Hold shift to attach the image under the bone you are drawing.

Thank you. It work now 🙂