Metakrom

  • 26 фев 2022
  • Регистрация: 3 фев 2019

    Oh I see, A shame, thank you very much 😃

    • Изменено

    Well, as the title says, I would like to know if there is a way to export from Unity the animations created either by exporting them as .png (frame by frame) or saving in .JSON an animation that is in ".skel.bytes" format from Unity, I'm obviously using the Spine-Unity runtime, but I don't have the full program.

    I also clarify that I only have the files with extension ".skel.bytes", ".atlas" and the spritesheet (.atlas)

    Here is an example of many that I would like to export.

    Stein.zip

    I hope you can help me, thank you very much. 8) 8)

    Harald написал

    You can also try downloading the unitypackage from here:
    Spine Unity Download (bottom of the page).

    It works!!! Thanks! Now I need see how export frame by frame in .png!

    badlogic написал

    You have to use the spine-csharp runtime from the same commit as the spine-unity runtime. Newer spine-csharp versions will not work with the old spine-unity runtime.

    I am using the spine-csharp runtime that I have been provided with version 3.5.51

    Nate написал

    FWIW, the 3.5 Spine Runtimes are here:
    Release 3.5.51

    When I import spine-unity runtime and C# runtime I get this error!

    I delete this variable but doesn't works! :c

    This is error

    Nate написал

    Binary is very sensitive to changes. Literally any change to the binary format means you can't read old bytes. You need to use the exact runtime version that matches the editor version used to export the binary skeleton data. Normally you would have the .spine project file and you would re-export for the latest runtime, as compatibility is done at the project file level, not at the JSON or binary data level.

    Please note there are some restrictions when using the Spine Runtimes without a Spine license:
    Spine Runtimes License Agreement

    I see, if in this case all the examples I have are made in version 3.5.51, then we will have to wait to get the program ...

    • Изменено

    Hello, I would like to know if there is another alternative to open files ".skel.bytes" without having to have the program, since I do not have the money to acquire it.

    Here the problem is that I only have 3 files that are:
    the file "skel.bytes", ".atlas" and the image ".png" of the skeleton, I do not have the file of the original project ".spine".

    Try some time with Unity using the runtime that is here in the forum but I always get an error that the file ".skel.bytes" is invalid.

    I hope you can help me and anyway I leave an example here.

    Erikari написал

    The procedure used to avoid the error was this:

    Nate написал

    You can set your editor version to 3.5.51 and do data import, save the project, open the project with the latest Spine (or whatever editor version matches your runtimes), and then export a JSON or binary file that works with your runtimes.

    The files you shared contain meshes, and Spine ESS is unable to view, edit or export them, so you would need PRO for that.

    Oh I see, what a pity, then if it takes me a while to collect the money, thank you very much for supporting me. 😃 😃

    Erikari написал

    Hello Metakrom,

    The procedure described works, in fact here are the files that you can open in the trial:
    KDash.zip

    Make sure you have permission to use KOF All Star's copyrighted assets, if you plan to publish something containing them.

    Hello, thank you very much has worked, I would love to know what process you did so that I did not give you that error? Since I also want to extract the other characters and do not worry, this will only be used for personal use without any commercial purpose.


    Erikari написал

    Hello Metakrom,

    The procedure described works, in fact here are the files that you can open in the trial:
    KDash.zip

    Make sure you have permission to use KOF All Star's copyrighted assets, if you plan to publish something containing them.

    I would also like to know if buying the essentials version of the program I can work to export these animations.

    Nate написал

    If you open the .skel file with a text editor, you can see the version number 3.5.51 near the beginning. You can set your editor version to 3.5.51 and do data import, save the project, open the project with the latest Spine (or whatever editor version matches your runtimes), and then export a JSON or binary file that works with your runtimes.

    So if that's the problem then I don't think I'll solve it ... I'm just using the Trial version... Thanks


    Nate написал

    If you open the .skel file with a text editor, you can see the version number 3.5.51 near the beginning. You can set your editor version to 3.5.51 and do data import, save the project, open the project with the latest Spine (or whatever editor version matches your runtimes), and then export a JSON or binary file that works with your runtimes.

    Is there any chance that you can test if it works by doing what you tell me? As I say, I'm only using the trial version and I do not have the resources to buy the full version.

    Erikari написал

    Hello! I get an error on the .skel file also when trying to open it in skeleton viewer, besides when trying to import it in Spine, do you have access to the original .spine file to try to re-export it?

    Unfortunately not 🙁 , since I have extracted them from the game data, and in no place I found any file .spine or .json, that's why I have that doubt.

    • Изменено

    Hello, I'm new in this, I dumped some files from mobile game called KOF All Stars and I realized that the files that work the animations of some parts of the game use ".skel.bytes" and ".atlas" files with their respective spritesheet, but when I open the .skel file I get an import error. I hope you can help me, here is an example of these sprites.

    KDash.zip