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Hi,
I am currently running Spine 3.8.76 Pro on Mac 10.15.5 Catalina, which is packed with Quicktime ver 10.5.

When I run an MOV export of my animations, the resulting MOV file is not compatible with Quicktime. Here is the quicktime error:

Here are my export settings:

Please note that I have tried the export with both skeletons, just one skeleton, at various sizes, FPS, long animations, short animations... I'm not sure what is causing this incompatibility.

I appreciate any assistance, thank you.

I've seen some video playback software fail to open a valid video file for various reasons, such as resolution or file size. Video playback seems pretty finnicky! Eg, in this thread someone tried many different players and about half had a problem rendering colors correctly.

Nothing about your settings look odd. Are you writing to a network drive? The resolution of 945x1270 isn't a typical size, it should work but I guess at this point we're just looking for clues. Maybe try a compression of 6, which is most common. Did you try different encodings? Does AVI work? Do you have another player you can try?

If you are still having trouble maybe you could send your project so we can try? contact@esotericsoftware.com We'll need the images to reproduce the problem, but we won't share any of your assets.

Thanks, yeah it is to a network drive. I'll mess around with, render to a typical size with different compression etc. and see if I can get it to work.

10 месяцев спустя

Has this issue been fixed I am having the same problem ???


I've tried exporting using (raw) encoding it didn't export it just stopped at 100% I've tried png encoding it display with the QuickTime player..I honestly don't know and I have deadline to meet what should I do. The spine program also froze after I tried to abort the export

@vybsta26 Are you using a network drive? I highlight suggest using a local drive. Also, you can try exporting with 4.0 (you don't have to save your projects with 4.0 if you aren't ready to upgrade).

Nate написал

@[удалено] Are you using a network drive? I highlight suggest using a local drive. Also, you can try exporting with 4.0 (you don't have to save your projects with 4.0 if you aren't ready to upgrade).

No I am using local drive but I am running this version in the image. when I exported the first time the file size was 51GIGs I couldn't play it with quick time I got the same error message as the gentlemen in the above thread. I tried exporting in .raw and it just stoped at 100% then never completed idk, ill screenshot my export settings maybe u can take a look, but the .mov animation is 4333 key frames long and it is a conversation animation between to different skeleton rigs maybe that might be the issue with transpanrent backgrounds. just to add I'm run-in Mac OS 10.15.7 Catalina, to be completely honest this is my first issue with spine I love it and I west upgrade to the pro version very soon because i want to add sound instead of writing script for it :grinteeth:

51GB is a crazy large video file! My guess is the problem is that your video's resolution is likely very large, causing the export to be massive and video players to choke on it. The bounds of the video will be the maximal bounds of the skeletons on any frame in the video. What resolution does the preview show on the export dialog? What resolution are you targeting? You can use Size export setting to make the video fit within 1920x1080 or whatever resolution you need. The standard resolutions may work better in video playback software.

Nate написал

51GB is a crazy large video file! My guess is the problem is that your video's resolution is likely very large, causing the export to be massive and video players to choke on it. The bounds of the video will be the maximal bounds of the skeletons on any frame in the video. What resolution does the preview show on the export dialog? What resolution are you targeting? You can use Size export setting to make the video fit within 1920x1080 or whatever resolution you need. The standard resolutions may work better in video playback software.

Yes extremely big, you are possibly right because when I tried to export the raw file that would make the file size even bigger. I am looking to atleast have a 4k file or 2k file so when it shows on screen it will match the resolution of the video game. how exactly will I set the dimensions for the file. if you don't mind me asking, I am so thankful for your timely response

You would use these settings to scale the entire animation to 3840 x 2160:

Изображение удалено из-за отсутствия поддержки HTTPS. | Показать

месяц спустя

Ok so the file size dropped ALOT!, but it still not playable wit the QuickTime maybe its because of the cloud drive? I noticed the mb's kept fluctuating.is that what you mean when you said the network drive


Nate написал

You would use these settings to scale the entire animation to 3840 x 2160:

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Im not to sure because I'm operating on a iMac fusion drive with ssd drive and fusion drive everything I working off of the fusion drive but the .mov file is being output on the cloud drive maybe this can be aiding the issue I'm not sure please forgive me for my lack of knowledge I'm just shooting some info out there because maybe this info can also be apart of the reason things aren't going well


Nate написал

You would use these settings to scale the entire animation to 3840 x 2160:

Изображение удалено из-за отсутствия поддержки HTTPS. | Показать

OK! Great news I was able to transport the file to my laptop and tried playing it there and the file has to be converted which u are correct it can not and will not play off of network drive fusion drive or cloud drive, so therefore I had the file converted then saved it as a converted file try and play it on my iMac and it worked so you are 100 percent correct the files exported with proper dimensions will need to be converted if you are using duel drives fusion and ssd drive switch the Imac over to ssd drive and then try and play from the ssd drive and it should work perfectly fine the file will play with black background. I will further test it in unity to see if it plays transparent of it still with black background.....thanks Nate and Esoteric you guys are amazing 😃 :grinteeth:

PLEASE NOT AND BE AWARE THE FILE SIZE WILL INCREASE BECAUSE OF THE CONVERSION THO


Nate написал

@[удалено] Are you using a network drive? I highlight suggest using a local drive. Also, you can try exporting with 4.0 (you don't have to save your projects with 4.0 if you aren't ready to upgrade).

ok I have a major issue, the exports are fine and I converted the files they work with QuickTime. My main issue now is I tried to drag the .mov file into unity and unity is not able to read the file its shows as an empty file but when I play it outside of unity it works.
I have tried the converted files and the original exported file and it isn't able to be played in unity, nor is it able to be view in Unities hierarchy see the images below

If your asset lists "Not all platforms transcoded." as shown above, chances are that it has failed completely. Unfortunately the warning message in the inspector is a bit misleading. You can check if you still get an import error in the console by selecting the video asset and hitting RMB - Reimport.

Unfortunately Unity seems to be not too flexible when it comes to input video formats, as can be seen on this documentation page: https://docs.unity3d.com/2021.1/Documentation/Manual/VideoSources-FileCompatibility.html

Encoding for video file tracks must use a supported codec. Each platform supports specific codecs that can change with each version of the platform.

Video files that use unsupported codecs trigger an error message in the Editor and you must convert them to a compatible codec before you can use them.

H.264 is the optimal supported video codec for most platforms. It offers the best cross-platform compatibility, but the Linux Editor doesn’t support this codec.

For information about codec support, see the official platform documentation for your Editor. See the links below for codec compatibility for Windows and macOS:
Windows codec compatibility
macOS codec compatibility

Unfortunately both the Unity documentation page, as well as the linked Media Layer documentation page for MacOS is just listing container formats, but not bitstream essence formats supported in each container. :rolleyes: A .mov container allows many different encodings of the contained video stream.

On Windows support for additional codecs a while back could typically be installed via e.g. installing ffdshow filters (which were wrappers around ffmpeg), unfortunately I'm not really up to date about this topic on Windows, let alone what the respective workaround on MacOS would be. Strangely Unity seems not to be using the decoders installed on the machine, or fails to do so without error. Unfortunately this is an issue that would need to be asked on the official Unity forums, as it's a bit outside our expertise.

What we would recommend as a workaround for now, is to try to transcode the video files (the .mov files exported from Spine) to H.264, as this would be the best chance that it can be read and transcoded to all build-platforms by Unity. Unfortunately I can only provide recommendations for transcoding software that worked well in the past on Windows (several years ago these were XMedia Recode, Media Coder, or using ffmpeg directly). If anyone knows useful transcoder applications for MacOS, any input would be very much appreciated.

Harald написал

If your asset lists "Not all platforms transcoded." as shown above, chances are that it has failed completely. Unfortunately the warning message in the inspector is a bit misleading. You can check if you still get an import error in the console by selecting the video asset and hitting RMB - Reimport.

Unfortunately Unity seems to be not too flexible when it comes to input video formats, as can be seen on this documentation page: https://docs.unity3d.com/2021.1/Documentation/Manual/VideoSources-FileCompatibility.html

Encoding for video file tracks must use a supported codec. Each platform supports specific codecs that can change with each version of the platform.

Video files that use unsupported codecs trigger an error message in the Editor and you must convert them to a compatible codec before you can use them.

H.264 is the optimal supported video codec for most platforms. It offers the best cross-platform compatibility, but the Linux Editor doesn’t support this codec.

For information about codec support, see the official platform documentation for your Editor. See the links below for codec compatibility for Windows and macOS:
Windows codec compatibility
macOS codec compatibility

Unfortunately both the Unity documentation page, as well as the linked Media Layer documentation page for MacOS is just listing container formats, but not bitstream essence formats supported in each container. :rolleyes: A .mov container allows many different encodings of the contained video stream.

On Windows support for additional codecs a while back could typically be installed via e.g. installing ffdshow filters (which were wrappers around ffmpeg), unfortunately I'm not really up to date about this topic on Windows, let alone what the respective workaround on MacOS would be. Strangely Unity seems not to be using the decoders installed on the machine, or fails to do so without error. Unfortunately this is an issue that would need to be asked on the official Unity forums, as it's a bit outside our expertise.

What we would recommend as a workaround for now, is to try to transcode the video files (the .mov files exported from Spine) to H.264, as this would be the best chance that it can be read and transcoded to all build-platforms by Unity. Unfortunately I can only provide recommendations for transcoding software that worked well in the past on Windows (several years ago these were XMedia Recode, Media Coder, or using ffmpeg directly). If anyone knows useful transcoder applications for MacOS, any input would be very much appreciated.

OK!!…brother thank youuuuu it worked I reimported and it corrected the path for the .Mov file thank you

Very glad to hear, thanks for getting back to us!