• Announcements
  • The Spine 4.3 beta has begun!

  • Изменено

4.3.16-beta is up now and it has sliders! 🎆 A slider is a type of constraint that applies an animation. This is useful for all kinds of things. For example, you can use an animation with a bunch of attachment keys, then use the slider to choose which to use. You could also use a slider to apply poses or facial expressions -- anything you can key. Also, since you can animate the slider position, you can interpolate between adjacent poses.

hwadock Using sliders you can change colors and attachment visibility (and anything else!). Next we'll add the ability to map a bone transform property to change the slider value. Then you'll be able to use sliders for all kinds of rigging. For example, you could animate muscles bulging and have that happen automatically when an arm bends. It's very powerful and there are a TON of applications.

Note that sliders aren't intended to replace AnimationState or be used like an animation mixer. You can key sliders such that it simulates animation playback, but it's less powerful and less flexible compared to playing animations on multiple tracks with AnimationState.

Also 4.3.16-beta is more efficient, in some cases having 20-30% higher frame rates for very large projects, both in the editor and at runtime.

ALSO in 4.3.16-beta we've improved physics when the rendering rate is higher than the physics rate. You can see the problem in 4.2 by setting the speed to 10% on the Playback view -- it makes the physics motion choppy. Now in 4.3 it's super smooth! This allows you to reduce the physics FPS so physics uses even less CPU. For example, the celestial-circus example project still looks good even with all the physics FPS changed from 60 to just 10, plus it is still smooth at 10% playback speed.

Among a number of smaller changes, we've added 8 example projects to the Examples tab on the welcome screen, and each has a corresponding Animating with Spine video covering various animation theory topics.

Related Discussions
...

Yessssss!! Lovely addition! I've already been exploring a bit with this and so far you guys are just not missing with this release! Can't wait to hook these to the new transform constraints!

Thanks for your efforts!

  • Nate оценил это.

hey guys, quick question re new transform constraint (amazing stuff!). i cannot seem to manage to "match local" when attaching two different transform (ie translate to rotate/scale etc)- the constrained bones seems to inherit the source bone's tranform and pop to another location whether or not i match or use local. tried all the option- what am i missing?
the new beta vers seems mind-blowing- can't wait to get the hang of everything 🙂
many thanks!

  • AssafHayut ответили на это сообщение.

    AssafHayut oh.. additive seemed to sort it out 🙂 sorry thanks!

    • Nate оценил это.

    In 4.3.17-beta you can map a bone's transform property to the slider position! 🪄


    hey guys, sorry for the short clip (site limitation) but i hope you get what im after...
    basically i have a bone contraining and clamping the "slider", which is constraining and clamping the 3 tentacle bones which operates the physics constrained bones.
    i have a few questions:

    1. as you can see the slider bone is not the one that actually controls the coral movement.. how do i go about making it the principle (clamped) bone rather that constrained to another bone?
    2. is there anyway to make time-offset? i tried to mimic that by clamping the roots of the tentacles in opposite directions and angles but its not perfect.
    3. any other ideas you have to push this system further would be greatly appreaciated.
      thanks!

    I guess, 'Local' checkbox in the Slider Constraint options should be renamed to 'Clamp'? For me it makes more sense

    • Erika ответили на это сообщение.

      Artidest Local doesn't limit the coordinates within a range, but uses the Local axis values for a given bone. Perhaps if you have Loop unchecked it could give you that impression, but Loop is also the proper term already in this case.

      Local chooses local or world coordinates.

      As Erika said, you probably meant Loop. When unchecked it is indeed similar to clamp: the animation is limited from 0 to its max frame. You can use this just like you would clamp. When checked the animation loops instead, so the name makes sense.

      When a slider's frame is driven by a bone property, the frame can go negative, which is not normally valid for an animation. When not looping you'll get 0. When looping it will loop even when negative. In other words, just below 0 will give you a frame near the end of the animation. This makes it easier to get repeating effects from the slider.

      @AssafHayut You can get a "clamp" effect with loop unchecked (described above) without using another constraint.

      as you can see the slider bone is not the one that actually controls the coral movement

      Eh? I do see the slider bone controlling the movement.

      is there anyway to make time-offset?

      Physics for translation can give a delayed effect.

      any other ideas you have to push this system further would be greatly appreaciate

      It's mostly driven by the end result that you want, so it's hard to give suggestions. Ideally you use the simplest setup that gives the desired results.

      • AssafHayut ответили на это сообщение.
        5 дней спустя

        Nate thanks a lot all. i only now realized that there is a dedicated slider constraint. was trying to use transform constraint with clamp to do it. sorry about all the confusion.

        Nate One question

        Added Key Constrained hotkey to key constrained values, allowing manual baking of physics.

        Is it means that in 4.3 possible to bake physics for export in 4.1 for example?

        • Misaki ответили на это сообщение.

          Antonovanimation While this is technically possible, please note that it is probably not as easy as you might imagine.
          The "bake" feature in other software temporarily saves the results of physical calculations for the entire timeline and applies them as keys, but the Key Constrained hotkey can only be used to save the specific pose of a frame. The motion obtained by physics constraints results in smooth curves, but when you save the pose using the Key Constrained hotkey, the curves cannot be reproduced, and the calculation results for the subsequent poses will be offset by the change in the previous pose, so you will not be able to get exactly the same animation.
          Therefore, this hotkey is useful if you want to save at least a general pose after creating a motion with physics constraints, in case you have no choice but to delete the physics constraints. However, if you want to reproduce the motion achieved by physics constraints in a lower version, you will have to make many manual modifications, which will be quite time-consuming.

          Hello! I'm using the Slider function,
          Can't mesh keys be applied to each other?

          • Misaki ответили на это сообщение.

            wane1954 If you are referring to the deform key for the mesh attachment, we apologize, but there is currently a bug in the available version that prevents it from working with sliders. This issue has been fixed in the unreleased 4.3.19-beta version, which we plan to release soon. We appreciate your patience.

            • wane1954 ответили на это сообщение.
              • Изменено

              Misaki

              Oh, thank you!
              It was a function that I was really looking forward to.

              Do you have any plans for when it will be released?
              I feel like I'm looking at the toys in the display case.

              • Misaki ответили на это сообщение.

                wane1954 It should be released tomorrow or the day after at the earliest! We hope you will give it a try once it is released and let us know what you think. 🙂

                • wane1954 ответили на это сообщение.

                  Misaki

                  Ohhhh, what a great news!
                  Thank you always!

                  • Изменено

                  4.3.19-beta is now available! See the changelog for details. This is a big update with a lot of great fixes and improvements. There are a few more features we are working on for 4.3, such as more integrated PSD support, then we will switch to stability so we can release 4.3 as non-beta.

                  In the meantime runtime porting is underway! spine-unity is likely to be completed first, with spine-ts and others coming soon after.

                  We've also just released spine-webcomponents, which makes using Spine in web pages a lot more powerful. It's available for 4.2 if you want to take an early look:
                  EsotericSoftware/spine-runtimestree/4.2/spine-ts/spine-webcomponents
                  You can see an extensive demo page here:
                  https://esotericsoftware.com/files/spine-widget/tutorial.html

                    Nate изменил(а) название на "The Spine 4.3 beta has begun!".

                    Nate

                    Hey Nate. These new updates really good and really improves on our rigs and animations so far. Have a rough idea when we can expect the full release?
                    We plan to switch our current pipeline to full 4.3 but between betas we time to time encounter slight bugs and don't want to encounter with possible compatibility issues. We created a test in one of the newer betas last week but there were an UI bug so we tried to downgrade but didn't go too smooth.