Nate

We've just released Spine version 2.0.00! It has a tabbed pane system and many new features. If you have any issues with the new version, please post them here.

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Nate

Nate
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mfedorov

Nice!
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mfedorov
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mfedorov

when open weights window + try to translate boundoingBox verticles = crush
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mfedorov
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JAngel

Hiya,

Is there a new procedure to weighting? The weight feature isn't allowing me to select bind once after I rig and mesh... I've attempted the same procedure in 1.9.17 and it seems to work well. Thanks.

P.S The new interface customization is a nice touch! I hope you guys are able to make the interface detachable in the future!
JAngel
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thinh.ngo

Hey guys, the new update is no longer allow us to bind the bone to the mesh. The interface is there but Bind icon does not lit up and we can not select the bone in order to use bind feature. Please let us know if there is a new way to do this now. Thank you for your time.
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thinh.ngo
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Shiu

Thanks for the bug reports guys, we'll get that fixed ASAP!
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Shiu

Shiu
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Nate

2.0.01 is now available which fixes the problems listed above. :)
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Nate

Nate
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thinh.ngo

Thank you guys for the swift fixes!
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thinh.ngo
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JAngel

Awesome! It seems to be working. Thanks guys. I'll try to keep posted for any other bugs. :yes:
JAngel
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stoskri

Lost all of my personalized hotkeys, can't say I'm happy about that....

No other bugs I've noticed yet, but why did you get rid of the dopesheet tab that you could previously click on in the bottom-left corner to expand/collapse? Now I have to ctrl+tab, mouse up to the top-right tiny icons, select Dopesheet, then left or right click on the tiny menu icon in the top-right corner of every window to close them....as opposed to just clicking a tab once to expand/collapse. This seems a backwards way to go from the previous UI as it has not really improved anything other than giving more icons and buttons to click which are not easy to find initially. Why not keep the old and new tabs/buttons so there is more than one place to find something? It would be so much easier to be able to click the title tabs of each menu to close/re-open AND also have the new fancy fly-out menus.
stoskri
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Nate

Sorry about the hotkeys. :( That happens when the default hotkeys change significantly. If you look in your backup folder (found under Settings in Spine), it backs up the hotkeys.txt file there so you can port over the customized hotkeys. Actually it looks like it only saves a single hotkeys.txt, so if you run Spine multiple times you might lose the backup. I will fix this now!

It isn't clear what your issue is with the new UI. Please just state your goal instead of describing mouse movements and clicks. The UI no longer has a button to toggle the dopesheet size because this isn't possible when the view positions can be customized. You can drag the edge of the dopesheet up/down to make it smaller. You can press alt+D to toggle the Dopesheet view. You can press F9 to toggle all views.

The new UI gives a lot more flexibility. Eg, you can put the dopesheet to the right of the editor area, which can make sense since most people have wide screens (or multiple monitors). It also allows us to add more views to Spine, eg the Animations view and more to come. This lets us expand Spine's functionality a lot easier. Eg, we might have a Skins view where multiple skins can be activated at once and the order they are applied specified.
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Nate

Nate
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jeffreynuez

I love the new UI system, it really works well but I would like to still see the timeline as a separate window. Its so if you only have one screen you can still animate without pulling up the dope sheet as well. You can also have the dope sheet minimize or maximize under the timeline like you use to if it would make it more simpler.
jeffreynuez
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SunWuKong

Love the new interface and the larger dopesheet as well as the ability to move it is a HUGE plus.

A separate window for the dopesheet is an awesome idea as others have mentioned but for my money this interface was a big improvement over the last.

Well done,

-Tim

---

OK - found what seems to be a SUPER annoying bug on exporting.

Spine keeps magically creating nested directories and then placing the exports in that directory ad infinitum. I don't recall it doing that before and it took me a little but to catch on as to why my re-exports didn't change anything.

bug2.png
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SunWuKong
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10shu

Hi, Spine is awesome, and so far I have a great time with version 2.0.02(didn't update before)

I m getting use to the new layout system, its really cool for animation.

Is it possible to create a clone of the tree view?
it would be really helpful and save lot of scrolling through the tree view when you work on project with a lot of assets.


Sorry, for my bad english.I ve tried my best. :)
10shu
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JessV

Aaaargh what happened to the playback button? I need to animate in stepped mode at work! Paniiiic! D:
JessV
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Pharan

Are you planning to allow the panels that made sense to be small, floating panels before (eg, ghosting, weights) to be floating stuff again? Otherwise, there doesn't seem to be any way to just make them small without forcing them to be beside/below an existing pane.
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Pharan
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Shiu

JessV писал(а):Aaaargh what happened to the playback button? I need to animate in stepped mode at work! Paniiiic! D:
It's a tab now, click the views button in the top right corner to find it. You can drag the tab to a different location
Pharan писал(а):Are you planning to allow the panels that made sense to be small, floating panels before (eg, ghosting, weights) to be floating stuff again? Otherwise, there doesn't seem to be any way to just make them small without forcing them to be beside/below an existing pane.
Not sure, it would be nice though. The new system allows us to do a lot of things so I would say it's possible :)
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Shiu

Shiu
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Jaf

Getting used to the new layout. A little turn off by the graph editor. Personally, I prefer my graph editor window spread out horizontally. A long vertical tab is a bit uneasy to work with. I know it can be dragged horizontally but since it is not detachable, it starts covering all the workspace. I would have preferred a floating resizable window instead.

Couple of things that I noticed in setup mode - Removing bones from a mesh resulted in distortion of the texture. Also, bones still show in the weights tab even after you click on remove (though they are actually gone). However, they don't appear if you deselect and reselect the mesh again. I faced these issues in a file that was originally created using previous version of Spine.
Jaf
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Nate

Thanks for the feedback. :)

For the export path problem, what are the steps to reproduce this? I don't see it happen.

The dopesheet can't really resize, since that doesn't make sense with the tabbed pane system. The dopesheet may share vertical space with another view, so if the dopesheet were to shrink vertically the other view would also.

It probably makes sense to have a view that just has the timeline. We'll see about doing that.

The issue with unbinding bones from a mesh has been fixed, thanks. Not sure what you mean by distortion in the texture though. If the removed bone had deformed the mesh, then the mesh will change shape, no way around that. Has always been this way.

We'll see about floating windows in a future update. It's unlikely the windows will be detachable, outside of the Spine window, but they could be floating inside the Spine window.
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Nate

Nate
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Pharan

IMO, the old floating (but immovable) mini-panel-on-the-side behavior was nice for certain things.
The tabbed stuff is definitely great though!

(should we be calling them "views"?)

Maybe selecting an Animation in the Animations list panel shouldn't scroll down. Eventually. I mean I guess it's some kind of limitation or integration into the existing system you're doing for now. It looks like you're planning to do something farther down the line though so. whatever. 2.0.00 is cool. :yes:
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Pharan
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Nate

Now that you can configure your views, the old floating panel location on the right edge of the editor area may be quite far from where you are working. I played with putting the Weights dialog next to the main toolbar, but it was a bit odd, especially when the Weights dialog got tall. As a view you can put it where you like, and has the benefit that you can make it tall enough so you don't have to scroll, no matter how many bones you have.

You can now move the main toolbar BTW, not sure anyone has found that. :) Also Edit Mesh and Edit Bounds now replaces the main toolbar.
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Nate

Nate
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Jaf

Nate писал(а):Not sure what you mean by distortion in the texture though. If the removed bone had deformed the mesh, then the mesh will change shape, no way around that. Has always been this way.
I was talking about the issue in the set up mode even when there is no animation on the skeleton.

Attaching a test file. Try removing the bones from the mesh and see how the mesh (image) distorts everytime you remove a bone. You can compare the final image that you get (after removing all the bones) with the original image in the folder. Not sure why this is happening and it certainly wasn't this way before. Thanks!
You can now move the main toolbar BTW, not sure anyone has found that. :)
Yeah, did see that! Pretty cool 8)
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Jaf
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Pharan

Moving the main toolbar = whoaaa! :O
Parent visualization with Create tool = whoaaaaaaa! :O :O :O

Questions:
How do I close a single tab?
After accidentally making the dopesheet and graph to take up the whole width of the bottom, how do I make the tree take up the whole height of the right side again?
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Pharan
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Nate

Can't close or minimize a single tab yet. Considering making right click the tab minimize and double click the tab close (performing those shortcuts on the little menu icon right of the tabs currently minimizes or closes the whole tab group).

Something else you might not have noticed: moving a dialog makes all subsequent dialogs open at that location. Things like this, moving the main toolbar, etc are intended to help those using multiple monitors or really large or wide screens.

Jaf, I'm sure it worked that way before. It is as described in my last post, the bones are deforming the vertices so by removing one of the bones the deformation changes.
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Nate

Nate
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GamesByNight

Awesome stuff, 2.0 looks like a great release!

Are there currently any plans to improve the documentation, specifically for the runtimes?
GamesByNight
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