Dear Esoteric team,
I hope you are doing fine. I have a quick question.
I work a lot with my spine pro license and most of my game animations are made in spine (a great product by the way). My sound-designer would like to set animation flags to trigger sound effects. But whenever he does that in unity and I reexport the json file (because I altered the animation) his flags are overwritten. Is there a possibility that the sound-designer sets the flag with the testversion or maybe with the basic version and export it (including the meshes and other pro features that were made with the pro license)?
I can't afford a pro license for just setting animation flags.
Or is there an even simpler method to fix this issue?
Thank you for your help.
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TedNindo
2 months ago
- TedNindo
- Сообщения: 37
Harald
Thanks for your kind words.
While it is known behaviour that manually placed events in SkeletonMecanim AnimationClips are not preserved, and events should therefore be placed in Spine instead of in Unity, this is admittedly not optimal. I have created an issue ticket here:
https://github.com/EsotericSoftware/spine-runtimes/issues/1838
One workaround in the meantime would be to create a backup of the
While it is known behaviour that manually placed events in SkeletonMecanim AnimationClips are not preserved, and events should therefore be placed in Spine instead of in Unity, this is admittedly not optimal. I have created an issue ticket here:
https://github.com/EsotericSoftware/spine-runtimes/issues/1838
One workaround in the meantime would be to create a backup of the
skeletonname_Controller.controller
asset (which contains the AnimationClips and events). Then you could import your updated assets and copy the backup over the modified controller asset to restore the placed events. Note that the controller asset does not contain animation data such as bone locations, it only contains minimal placeholders to be callable by Mecanim. The actual animation data is kept in the .json
or .skel.bytes
asset. 2 months ago
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Harald - Сообщения: 2769
TedNindo
Thank you for the feedback. I'll try out your suggestion and see if this helps smoothen out the workflow. But can you tell me, if I open a Skeleton made with the Pro version and just manipulate (add, remove, rename, move around animation flags) with the basic version of spine. Can I save it and export it with the pro version keeping all the meshes and deformations?
2 months ago
- TedNindo
- Сообщения: 37
Søren
Opening a project saved with Pro, using Spine Essential will give you this warning dialog.
So I'm afraid that's not possible.

So I'm afraid that's not possible.
2 months ago
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Søren - Сообщения: 2440
SaadFayyaz
spine pro liscense supports 2 mechines at a time i think
2 months ago
- SaadFayyaz
- Сообщения: 11
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