Shiu

@foreiro I use Camtasia for recording, but ScreenFlow gets the job done just as well.
I don't do any of the editing in Camtasia. Editing is done In Premiere.
For the chapters and the timeline in the top I use After Effects. It would be too much work to do the timeline and chapters manually so Nate and I created some JavaScripts that reads from a script file and populates each composition automatically.
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Shiu

Shiu
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majzim

Nate писал(а):
Beautiful! :yes: :yes:
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majzim
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karlmarshall

The Clipping looks really exciting! Would it be possible to use Curves as well?
karlmarshall
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Nate

No, only polygons.
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Nate

Nate
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Majicpanda

I can't seem to find an example, but imagine more of a skeleton (undead) fully animated in Spine already and then wanting to add an animation where just his arm pierces through the ground and the rest of him slowly starts coming up visibly. You'd basically mask from the ground downward.. the "grave" polygon area would mask the rest of the skeleton as he came out of the ground.
Majicpanda
Сообщения: 184

Davi Clean

I REALLY NEED THE tint feature. When will this be full released?
Davi Clean
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Nate

Black tinting is in the beta now. We don't have an eta for when all runtimes will be complete.
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Nate

Nate
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Pharan

@Davi Clean
Just FYI,
You don't need Spine editor support if you only need the black tinting for the whole skeleton.
That's all shader logic.

For example, the current Spine-Unity 3.5 comes with a tinting shader that already works.
skeletontint.png


Any other engine/runtime that allows custom shaders can do the same. If it doesn't, it also won't support the Spine editor black tinting.
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Pharan

Pharan
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Davi Clean

The tint shader on Spine 3.5 will only "add" color to a drawing. So it will never make anything lighter, only darker, no matter what color I tint. Now with that black tint on the beta I can make the glowing "magical" effect that I need.

---

Any news on when this version will get a full release? I m really looking forward to it!
Davi Clean
Сообщения: 28

foriero

Yes I would like to also know what are you cooking. Over a month no move forward. :-) Ureal? 555+
foriero
Сообщения: 165

badlogic

Patience :) Spine UE4 is here spine-runtimes/spine-ue4 at spine-ue4. Requires UE 4.15 as previous versions had a bug for which we pushed a fix to their repo.
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badlogic

Mario
Сообщения: 1011

Arnissan

Sure could use that masking feature in Unity right about now. I'm excitedly waiting for any news.
Arnissan
Сообщения: 17

Pharan

I'm afraid there's no guarantee that the Unity runtime will support the beta masking feature.

If you are inclined, I recommend you research stencil buffers and how Unity handles them: https://docs.unity3d.com/Manual/SL-Stencil.html

We will probably have some optional stencil shaders implemented independent of the editor feature, in case the skeleton's version is impossible or too inconvenient to work with in Unity.
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Pharan

Pharan
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Arnissan

Thanks! Good to know, then I'll stick with layered meshes.
Arnissan
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DoobyDude

Good job on the new version!

Has this made it into the beta? - https://waffle.io/EsotericSoftware/spine-editor/cards/574b9dc9b9f10c1e009137f4

Allow copy/paste of all objects between skeletons - v3.6 - In the "Ready" column.
DoobyDude
Сообщения: 111

Thongkon007

8) :giggle: hi, i'm start for this website, please recommend me for everything, thank. :)
Thongkon007
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Davi Clean

Any news on when the full release of 3.6 (not the beta) will be out? I just can´t wait. Good job.
Davi Clean
Сообщения: 28

framusrock

We're also very interested to know when 3.6 and especially the masking feature will be out (for cocos2d-x). We'd love to use it for some nice zooming animations like the one below.

Also a question about it: Will the masking be handled at Spine-Export-Time (hence no performance impact at runtime) or at runtime? If it will be handled at runtime, what's the performance impact? Scissor, Stencil or Vertices manually calculated before rendering?

framusrock
Сообщения: 27

badlogic

It will be a combination of scissor and stencil. We have yet to find the best solution for cocos2dx. It will definitely break batching, so you shouldn't overdo it.
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badlogic

Mario
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framusrock

What do you think about using something like the Sutherland-Hodgman polygon clipping algorithm instead? This would perform all changes on the vertices at runtime and not break batching.

Wikipedia with images: https://en.wikipedia.org/wiki/Sutherland%E2%80%93Hodgman_algorithm
Here's a C++ implementation with some images at the bottom: http://www.pracspedia.com/CG/sutherlandhodgman.html
Another implementation with performance improvement ideas: http://codereview.stackexchange.com/questions/131852/high-performance-triangle-axis-aligned-bounding-box-clipping

I'm not sure if these implementations are the most performant but tons of these exist on the web, ready to get some action ;)
framusrock
Сообщения: 27

badlogic

I haven't ruled out software clipping yet. It'd be most portable, but then people would be upset about performance when they clip hundreds of skeletons per frame :D
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badlogic

Mario
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Wedrownik

There is a such big problem that Spine has version nearly 3.7 and Unity works with 3.5.43 which also isnt stable enough :/
Do you have plans to upgrade Spine-Unity cooperation ?

And what also interesting me, it would be nice to add visual option on the time line, to show pasted fragment. For example some bones animate from the frame 1-300 and others 1-100. When I want to have in move all objects like sparks etc I have to copy and paste those "others" 3 times to have 300 frames in total. But after this, sometimes it is hard to find where exacly I pasted those bones, especially when key frames are not so regullar or some1 back to the project after a time.
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Wedrownik
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framusrock

@badlogic Well, always those people using hundreds of skeletons ;)

It really depends how clipping via scissor/stencil would be implemented.
Would it break batching completely? One draw call per clipped skeleton or one draw call for all clipped skeletons on the same texture/globalZ/etc. ?
If using scissor it would definitely take one glScissor call per Skeleton, since glScissor can't be batched.
As Stencil operates on fragments it also won't be cheap for many skeletons . I just checked the Cocos2d-x Stencil implementation and they're calling lots of openGl functions for every single node they render with stencil, ouch!

So yeah...it really depends how batching would be affected and how costly scissor/stencil will be. My gut feeling here is that software clipping will faster performance-wise and easier to use for the coders (batch rendering).
framusrock
Сообщения: 27

badlogic

@framusrock neither scissor not stencil could be batched, at least not in Cocos2d-x. As i said, not ruling out software clipping, but Sutherland-Hodgeman may not work for our use case. Needs research.

@Wedrownik what specifically are you refering to with "isn't stable enough"? We are not "nearly 3.7". You can follow the 3.6-beta development on the branch at GitHub with the same name.
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badlogic

Mario
Сообщения: 1011

foriero

Hi, any blog update what is happening? We are going to produce short anim films with Spine and Unity and would like to know a bit about status quo of Spine. Thank you, Marek.
foriero
Сообщения: 165


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