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  • KEYs ON ALL!

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Hi,

I am wondering if it's possible to set a keyframe on everything in one go,(rotation,scale,translation) meshes, attachments, and draw order as well.

as i see it now it's only possible to set a key on those only when you use them, and i want to set those keys even if i don't use them!

thanks for the help!
Jorgito

You cant do this as i know

You can select all bones and ctrl+L to key all SRT. Setting keys for all slots, meshes, etc would be a lot of keys. Each timeline in the dopesheet has to be applied at runtime each frame, even if only has one key. Instead of keying everything, set everything to the setup pose (or whatever pose you want) at runtime when the animation changes.
http://esotericsoftware.com/spine-using ... on-changes

(1)
If you only need to reset the skeleton after every animation so that it plays back in-game the way it does in the editor, you need to use is setToSetupPose at runtime (see Nate's link for the explanation). The Spine runtime doesn't make the assumption that this is the behavior you want in the animation system because you may also want to do some complex animation mixing and things (like in 3D games).

(2)
But for setting up some pose-to-pose animation (and for other generally-useful things like holding a pose), a key-all-keyed-timelines shortcut/button would still be an indispensable part of workflow while still making sense in the context of Spine's animation system.

The lack of such a feature makes most animators assume the best way to go is just to key everything manually so they know things will stay put where this is done. You can't really blame non-programming animators for not being aware of its effects though. The bad thing is that, after this sort of "damage" is done, it's currently such a pain to remove useless timelines 'cause you have to check almost all the timelines and keys to see if it does anything and make guesses as to whether they're actually useful for the animation or if they were just a result of (copy-pasted) key-all-SRTs.
As Nate explained, this gets really inefficient and can bog down your game, especially if you have enough copies of them in one game scene.

The Key-all-keyed timelines feature is already in the list though: Key all keyed timelines.

my colleagues told me that writing all capitals is not good...sorry about that!
thanks for the replay!

it would be nice to have it though, if, lets say that you have a jump animation with a lot of attachment swapping, and you want to split that animation without the possibility of keying all, it's a bit of a pain!

sorry again about my reply!
J

Ah, yeah. I totally I agree. That's another common use for key-all-keyed too:
Sometimes, one needs to manipulate/copy a pose. But that pose is usually a result of a bunch of keys that are at different points of time in the animation.

(eg, when your animation ends at frame 30, but in some timelines, the final keys are in frame 5, frame 12, frame 22, etc... It really is a huge pain in complex skeletons.)