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Preview view improvements #371

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7 tasks
NathanSweet opened this issue Aug 15, 2018 · 8 comments
Open
7 tasks

Preview view improvements #371

NathanSweet opened this issue Aug 15, 2018 · 8 comments

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@NathanSweet
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NathanSweet commented Aug 15, 2018

  • Define an animation sequence. Could have a Record button to capture the timing between animations, then Play.
  • Save a list of recordings.
  • Allow a recording to be exported.
  • Allow the timeline to be scrubbed. What are the use cases? Per track or all tracks? AnimationState doesn't support reversal -- we would need a recording (an entire animation sequence) so we could start at the beginning and increment to the desired position. Without a recording we can't go backward and the best we can do is a Next Frame button, which just increments time 1s / fps (could be useful with speed 0).
  • Currently settings (loop, alpha, additive) update the current animation. This makes it impossible to set a looping animation, then set one that doesn't loop. The settings should be for the next animation that plays and not affect the current animation. This makes alpha less useful though, since it can't be changed after setting the animation.
  • Show more information about mixing, like Skeleton Viewer.
  • Show wireframe. When working on relatively flat colored meshes, it can sometimes be a little tricky to see how a mesh is deforming.
@NathanSweet NathanSweet changed the title Preview improvements Preview view improvements Dec 14, 2018
@erikari
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erikari commented Feb 13, 2019

@erikari
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erikari commented Feb 19, 2019

Suggestion: allow to save combinations and export them in a json or similar.
http://esotericsoftware.com/forum/Feature-Request-Export-the-preview-animation-windows-config-11525

@erikari
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erikari commented Mar 15, 2019

Suggestion to export the recorded combination as a gif/video/etc.

@erikari
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erikari commented Apr 17, 2019

@erikari
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erikari commented Jul 29, 2021

@misaki-eymard
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@FabianoIlCapo
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I m not sure if it's mentioned already somewhere:
It would be extremely useful to be able to set the timings using a timeline, instead of just recording it in real time. Sometimes we need to switch very quickly between multiple animations, in a way that makes it impossible to do by hand.

@JayPFW
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JayPFW commented Jul 2, 2024

+1 for Export from Preview with animation track layering.
Incredibly useful for cinematic exports from spine!

A problem is that when different tracks (animations) have different lengths it means that you could never export a perfect loop unless you find the Lowest Common Multiple of all animation timelines activated.

Could have a Preview loop length value that you set manually (or based on the longest selected animation in an active track) and indicate animations that aren't multiples (or products) of that number. OR even a Find Lowest Common Multiple button.

ie if you have a 120 frame loop 'A', a 30 frame loop 'B', and a 90 frame loop 'C' layered in the tracks,
the smallest loopable length would be 360 frames (3 x A, 12 x B, and 4 x C).
But if you add a weird loop of 137 frames the Lowest Common Multiple would be insane (49,320 frames). It's an easy calculation but figuring out the 'problem' animation length might be too much and just be up to the user to get them all to fit nicely.

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