![]() ![]() PNGs uses a compression algorithm to keep the file size down. In 4.1 we've improved many of these options and added some great new export formats. In addition to JSON and binary exports, Spine has always supported many image and video export options. You can create complex animations with multiple sequence keys and combinations of looping modes! Starting at the key, the sequence will play until the end of the animation or the next key for that sequence. The sequence key sets a looping mode, the frames per second the sequence will play, and the frame at which the sequence should start. In Animate mode, you can key the Sequence for the region or mesh attachment. Without it, Spine would look for smoke_recharge_1, smoke_recharge_2, etc. The leading zero is important because the numbers in our image file names have a leading zero. We also need to set the start and end frames to 01 and 17 to match our 17 image files. In this case we use smoke\smoke_recharge_, because our images are in a folder named smoke and they are named smoke_recharge01 to smoke_recharge_17. Next, set the attachment name (or the Image path) to the prefix shared by all images in the sequence. Instead of creating an attachment for each image, you create a single region or mesh attachment and check the Sequence checkbox. To make this easier, we've introduced "sequences". It is also difficult to change, for example to change the frame rate you would need to move every key. That gives you total control over when each frame is shown, but it is time consuming to attach all the images to the slot and create all the keys. To animate this smoke using frame-by-frame in Spine 4.0 and earlier, you'd need to key each image change at the right time. While skeletal animation is great, frame-by-frame animation is still useful in some cases, such as for explosions and other visual effects. The toolbar of the graph view has been reorganized and options like handle modes, which are not used very often, have been moved to the view settings. You can now set which type of curve Spine should use when it can't automatically be determined from the surrounding keys. There is a new setting to enable the pausing.ĭefault curve type. By default you no longer need to pause briefly to have your box selections stick around. This makes it easy to set the same curve on many keys at once, like it was in the pre-4.0 graph.īox select pause. Editing a curve handle when multiple are selected now adjusts all the curves based on the surrounding keys. The new graph has gotten a few updates that make it a little easier to use:Įditing multiple curves. The curve presets are saved in your Spine user settings and can be used in any of your Spine projects. The curves view also has presets, so you can save the shape of your curves and easily apply them to other keys later. ![]() While this only allows you to see one curve at a time, it can be a fast way to animate because you don't need to pan or zoom to see your curves. The curves view shows each curve as the relative difference to the next key's value. In Spine 4.1 we've added the "Curves" view which works like the pre-4.0 graph view. It is very powerful, but quite different from the old way of adjusting your curves. Spine 4.0 added an amazing new graph view that allows you to see the curves for your whole animation. Let's dive into some of the biggest improvements! Curves view You can find a complete list of what's new in our changelog. We are happy to announce our new Spine 4.1 release! We've brought back a new version of the old graph view, improved the new graph view, vastly improved Spine's export capabilities, and have added many quality of life features like more powerful weight tools and easy frame-by-frame animations.
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