• EditorBugs
  • Animation physics is not consistent during render

Problem statement

Describe: 1) what you have tried, 2) what you expected, and 3) what actually happened.
I'm rendering as PNG Sequence 100 animations, if I watch my animation on its own, it works perfectly. However, when I do a render of all 100 of them, the ears end up completely different looking by the time it is this animation's turn to get rendered

Give step-by-step instructions so we can reproduce the problem, if possible.
-Preview my wave/hi animation with the ears behaving correctly
-Start a 100 animation render
-While rendering, the ears will somehow move about even though it is currently rendering and the animation is on pause, at some point, the ears will appear crossed and will render as such when it is this animation's turn to get rendered
Image:

Editor information

Tell us your Spine Editor version.
4.2.4

Post your entire spine.log file here (or attach it), if you got any error messages.
Related Discussions
...

It seems like you're experiencing an issue where the physics or positioning of certain parts of your animation, such as the ears, are inconsistent during a batch render of multiple animations. This could be related to how animations are being mixed or how the state is being managed between animations. One potential solution is to ensure that each animation is fully reset to its setup pose before rendering begins. This can help prevent any unintended carryover of transformations or physics from previous animations. Additionally, check if any animations are inadvertently affecting the bones or slots of the ears across different tracks. If possible, try rendering the problematic animation separately to see if the issue persists, which can help isolate the problem.

do physics state carry over inbetween animations?? Physics are set to deterministic and each animation has all physics start at a mix of 0.01% progessing to 100% in the span of 10 frames before reducing from 100% to 0.01% so that the bodyparts always loop perfectly per animation. Im not setting it to 0% because it caused visal glitch if I remember well

LuniqueKero I have seen the image you attached, but it is not possible to determine the cause from this image alone. If possible, please send us your Spine project files via email that reproduces the problem: contact@esotericsoftware.com
Please include the URL of this forum thread in the email so we know the context. Then we can take a look at what's wrong.

  • LuniqueKero ответили на это сообщение.

    Misaki Alright ill investigate a bit first and if I dont find a solution I'll do that, its a big project

    Strangely, starting a render while in the "Setup" mode in spine seems to fix the issue, I'm re-rendering all 100 animations and I can see as the PNGs are being overwritten that the new render's ears are at the right position

    • Misaki ответили на это сообщение.

      LuniqueKero Hmm, from what you've described, it might be a loading issue. Your Spine project may be so large that there is a delay in loading images, preventing the correct results from being displayed. If there are any parts that can be reduced, it may be better to reduce them and make them lighter.

      • LuniqueKero ответили на это сообщение.

        Misaki My renders are 2048X1024, there's 100 animations each 90frames long at 30fps. I'll just make sure to always be in setup mode when I do my final render from now on and that should hopefully be good!

        Export loads images needed per animation. Using smaller images is not necessary.

        Animate mode should not affect export, but it seems there may be a bug. It's great you found that the problem goes away, but we'd like to be able to reproduce the bug so we can fix it.

        I put physics on spineboy's head, so it's very floppy during the jump animation. I exported a PNG sequence for jump from animate mode and setup mode with Deterministic on and the PNGs are identical. Are those the steps you are taking? I wonder what it is about your project that is different?