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Thanks, I'll look into it. I wish spine would give some proper documentation on their json exports :Z

Make some hard tests. Now merged with huge meshes is work with bugs.

Development can be quite slow, due to the reason I do not own a copy of spine, so I have to wait until I get into work to test my changes. And I tested the tool with our most complicated skeletons at work, which work.

Got a couple more files that break the merger.

Lots of green garbled text scrolling down the window accompanied by a beeping noise and an eventual crash.

Have PM'd the files 馃檪

DoobyDude wrote

Got a couple more files that break the merger.

Lots of green garbled text scrolling down the window accompanied by a beeping noise and an eventual crash.

Have PM'd the files 馃檪

What?! That's not good! I'll fix straight way sorry


I have fixed the issues. Needs testing though. I do not own spine.

Any chance of a mac version of the Skeleton Merger Tool ? 馃檪

cool, thanks.

I'll ask a work colleague to use it on his PC.

4 months later

umm, sorry. I cant see what is wrong, but I can imagine v3+ wouldn't work with it. ill look into it. Maybe try reverting spine to a previous version, export merge, import, save, upgrade and open (inspine)

10 days later

Do you have an Mac version for this? Sounds really cool what oyu have done.

7 months later

This is a lifesaver!

Do you have plans to allow (path) constraints to be merged, too?
Regardless, thank you so much. You've saved me hours of work as-is 馃檪

Esoteric, I know you have other stuff to do before addressing these things in the editor itself, but I do run into this same thing from time to time, where I import another skeleton and try to reparent a bone from one skeleton to another.

I actually try this once every few months, forgetting it's not possible, because it seems like such a natural thing to do 馃檪

I'm not even sure this supports v3 and onwards to be honest. Spine keep promising to add this functionality, but it never arrives 馃槩

Well, it worked for me in 3.4 馃檪
I had to redo the path constraint, but the mesh-to bone binding made it over intact!
(So visually, it was a mess, until I redid that path constraint, and then my setup magically pieced itself back together)

hmm, interesting, I may have another look at it then 馃檪