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Hi, I encountered an issue with what appears to be an incorrectly exported binary file.

Background:
I'm implementing the BinarySkeleton script in C#, to import the binary exports to our Unity project, which uses tk2d.
I've reached to a point where it parses the animations, however for one of the slots it reads an incorrect number of attachments and afterwards obviously fails to parse the rest of the file.
When the project is opened in Spine, exported to binary and then the binary file is imported again to a new project, Spine
doesn't show the animations as well, so it seems to be a problem when exporting.

Log file contents:

Spine Launcher 1.8.20-full
Mac OS X x86_64 10.8.5
Java 1.7.0_51 Oracle Corporation
Java HotSpot(TM) 64-Bit Server VM
Up to date: 1.9.15
Licensed to: (removed for confidentiality)
Spine 1.9.15 Professional, JGLFW
ATI Technologies Inc.
AMD Radeon HD 6970M OpenGL Engine
2.1 ATI-1.8.19
Started.

Steps to reproduce:

  1. Open the spine project (I emailed it to contact@esotericsoftware.com)
  2. Export to binary
  3. Create new spine project
  4. Import the binary exported in step 2.
  5. Notice that the animations weren't imported.

If it helps, the animation it fails on is "BLN_intro01" and the slot is "GB_K3_Blade"

Thanks!

The Binary export has not been updated yet. Nate is focusing on JSON export at the moment due to rapid development. Once the JSON export is locked down Binary will be updated. So I don't think it will be possible to use yet.
I'm no programmer so I could be wrong on some things here, but maybe Nate can give some insight on it.

12 days later

Actually binary export should be working fine, though only spine-libgdx can read it. I am able to export the project you sent to binary, create a new project, and import the binary just fine. All the animations appear. Am I missing something? This was with 1.9.15 and I tried with nonessential checked and unchecked. I was also able to load the binary file with the SkeletonTest utility in spine-libgdx.