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Should default skin match animation FF
Hello, I'm relatively new to Spine (using v3.7.94) so please excuse if this is a very basic question!
I use the software for 2D virtual slot machines and I've encountered a few issues with my own workflow and when assets have been provided by a studio, I just want to clarify a few points to ensure I'm following the correct procedure
Setup
- In most instances, I have a spine file for each slot symbol that contains multiple animations (idle, win etc.).
- These can include static sprites + PNG sequences.
Problem
- We have to display a static version of each symbol on the slot reels.
- The art studio often provides the spine files/exports but the default skin (which is what I presumed you'd use to display a static version of the symbol) does not match the first frame of the animation.
My question really is:
Is it best to ensure the default skin always matches the first frame of the animation? Or, should I be disregarding the default skin and setting something at runtime, eg. setting the animation but not playing it (which would act as the static symbol) and then calling the animation when necessary?
It's really up to you. It may be easier to have the setup pose match what you want to use for the "static" pose, but there are no hard and fast rules. It may be nicer if you have an animation specifically for a pose, with keys only on frame 0, rather than setting an animation but not playing it in order to get the pose of the first frame. Also note that as soon as you need multiple poses like this, you'll likely need to use an animation for them anyway (or for all but one of them, since the setup pose could be used for one).
Thank you for such a swift response, I understand.
For the default skin/setup pose, the problem lies with hiding unused sprites/attachments, an example might be an animation that contains a number of fx as a png sequence (shines, twinkles) that should not feature/appear in the setup pose. At the moment, I'm having to 'hide' them for the default skin/setup pose and then keyframe the visibility in the animation. It just doesn't feel like I'm following the correct procedure, but I guess it's the only way without setting up an animation specifically for a pose (which I suspect would cause lots of issues moving forward with our framework - jumping between animations just to display a static image).
I guess the answer is to just insist the studio set the default skin to match the first frame of all the animations but they've said this is not industry-standard which is why I'm investigating. It also causes further issues when we have one spine file for all the symbols as the default skin obviously doesn't apply to all the symbols, I've got round this with skins in the past but even that was problematic as they did exactly share the same slots etc.
Apologies, I find it quite difficult as an amateur to describe exactly what the issues I'm encountering are.
It sounds like using an animation for the static pose would be better, as it provide a place to explicitly define the static pose. Someone could accidentally change the setup pose and not realize it was important for the app.
jack.wood написалI guess it's the only way without setting up an animation specifically for a pose (which I suspect would cause lots of issues moving forward with our framework - jumping between animations just to display a static image).
What issues would it cause? It shouldn't cause any issues. You can just set the "static" animation to play when you don't want other animations. You don't need any special cases, like applying an animation but not playing. It's basically like an "idle" animation that is common for character skeletons.
Just wanted to post an update on this after I tried setting up an animation specifically for the pose - it worked perfectly and so far have not encountered any other issues so thanks.
Excellent! Thanks for following up.