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  • Keys with curves I didn't set in a new animation... O_o

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Hi there,

I spent some time making an animation with several curves set at key frames... and I'm done. Good job Abelius! :p

Now... I start another animation from scratch... and I find myself needing to reset the curves of every new frame I key in.

Is this normal?? :S

I mean, my expectation was that if you start another animation then all the curves of not yet existent keys would be set to defaults. But they obviously aren't and I find myself needing to remember to reset every key I modify before I continue working on the thing. |(

So is this, for some obscure reason an unworthy nebwie like me doesn't comprehend, expected editor behavior?

And if the answer is yes... is there a magical button to reset the curves of every key (yet to exist in this dimensional brane) in an animation?

Thanks for your time.


Clarification...: when I say "default" I mean Linear. And when I say that I need to reset them is because they're set to "Bezier curve".


Second clarification...: Not only I get bezier curves out nowhere, but some of them are configured like those of the previous animation. So I think they get copied from there... a totally different animation.

Custom curves are automatically set with a new animation? Sounds like a bug.

Pharan написал

Custom curves are automatically set with a new animation? Sounds like a bug.

I'd be happy to provide as much feedback as I can.

Are you using the latest version?
Are you using auto-key?

Are you able to make this bug happen immediately after you've just opened Spine, and your project, and created a new animation?
If so, could you send your project files to contact@esotericsoftware.com?

If not, you're saying it only happens after a while?

Hi Pharan!

I'm using 3.5.44 with Autokey enabled.

Issue can be duplicated immediately by creating a new animation. What I do is the following...:

  1. New anim
  2. In frame 0, select ALL bones and manually key rotation, translate and scale
  3. Do the same for frame 24

At this stage all bones show a standard bezier curve in frame 0.

  1. In frame 12, I rotate neck and head.

Those keys show a non-standard bezier curve (accelerated on start).

I can send the files to that email, but my models are NSFW... are you ok with that or maybe you can manage with only the .spine file? :p


I've reverted back to 3.5.43 and did all the steps again. It also happens with that version.

Could also be that this project got "tainted" in some way and now it doesn't matter the version which you open it with... Or that the issue goes back longer than I thought (being a little superstitious here, I admit). On that note I've downgraded Spine to 3.4.02 to test that but it wasn't able to open the project. 😐


New test...: I've opened another project from other game I was working on before I upgraded to 3.5.xx. That is: old file with old version of Spine (3.4.02).

And if I repeat those steps, I also get exactly the same results: bezier curves in frame 0 (standard) and 12 (fast on start).

Now I'm officially shocked. :o

Could be something stored on the program's preferences, I don't know...

I'll show Nate this topic. He probably knows what to check.


Since it doesn't seem to be project-specific,
can you reproduce the problem with a brand new skeleton with new bones created from scratch?
Or can you reproduce the problem with the example Spineboy project?
(check C:\Program Files (x86)\Spine\examples\spineboy\spineboy.spine)

If you manage to do this, can you list down the exact steps you did to cause the bug?
I can't seem to replicate it with the steps you gave above.


Just to be clear though. I know it's unrelated. But you SHOULDN'T select all bones and key rotation, translate and scale.
I mean you could, and then just use the Clean Up button later. But if you were going to do that anyway, there's really no reason for you to do it in the first place.

Hi again!

I've done as you suggested and got the same results, so the theory of "something" weird in the program's preferences gains some weight from my POV.

In fact, even with Spine at 3.4.02 and opening the SpineBoy project I get this...:

Then again, I reproduce the steps and I've got the same unwanted curves in there...:

About keying in all bones not being a good practice... yes, I agree, but I'm lazy and forgetful as hell, so when you introduced the clean up feature I said to myself "-Well... what the heck" 😃

Okay. So here's how it works:
If you open Presets and click Default, you're applying the Default graph, but you're also editing the Default graph while it's highlighted.
If you change the graph while Default is highlighted, you're actually changing the Default graph. And all new keys will use that graph.

So you were right. It was a setting/preferences thing. 😃

Oh hells... so it actually was a RTFM problem on my part. :$

I don't know what to say... Sorry, I suppose. And thanks! Many thanks for sure! :p