Spine: 2D skeletal animation

Not really. It isn’t our goal to drain you of your money. If you want to support Spine, I hope you purchase it when it’s released. I do understand you want to avoid losing hours of work. Email me your project file and I’ll try to extract at least some of the data, misc@n4te.com.

The binary format uses Kryo and can easily evolve if the changes are additive. Large changes can also evolve by keeping the old loading code and writing code that converts from the old to the new. This is a lot of work, else we would have done it. I doubt this will have to happen in the future, but if it had to we could handle it.

OK. I’ve send them. Thanks for help. And sorry about being grumpy sometimes. :wink:

I recovered your data and sent your projects back updated to the latest Spine format.

The download links in the first post have been updated to Spine 0.93.

This should fix the crashes on older OSes and GPUs which seems was indeed caused by using setOpacity before creating the display. Using setOpacity after creating the display worked without crashing, but the window drawing was corrupt when the window was not opaque. I just ripped out the setOpacity stuff. Special thanks to deathpat for all his testing!

I also changed around the order things are initialized in LwjglFrame. It now uses pack() to make the window displayable so the LwjglCanvas can be initialized before the window is shown.

Thanks to Nate my old projects are restored now. :slight_smile:

Nice job debugging that, I was also running into the issue on an old computer (ATI Radeon Xpress 200 series), can confirm Spine runs perfectly on there now.

Awesome, thanks for verifying kappa! I apologize to LWJGL, I put the blame on it in my frustration. :slight_smile:

I just started using Spine a couple days ago and I’m already VERY impressed, the UI looks very nice and it has the best bone implementation I’ve seen in any tool so far. How’s progress coming along on kickstarter? Really looking forward to being able to export my animations and I would pay for spine right now if I had the option to.

Keep up the AMAZING work!

Shitsputankies it works. Woot!

I had updated to the latest and greatest nvidia drivers hoping that it would solve it and it didn’t. Then I tried testing Display.setParent() and that worked fine so I was like :clue: ???

And then check here and bam! You fixed it.

Have you decided on a price range yet? I would love to buy this if it is not too hard to integrate into my current frame work but I am a baller with a budget right now so…

Thank you very much for the kind words, this mean a lot. We’re currently putting final touches on things to be able to launch the kickstarter, I’ve been working on the example projects and the video for it, for the last couple of days. If everything goes as planned, it will be sometime during the coming week, hopefully in the middle of the week, Wednesday or Thursday fingers crossed

Great to hear.
We have decided on a price range yes :wink: Details on that will be up soon!

Really looking forward to the kickstarter this week, good luck. Would there be any chance that I could get a hold of a sample exported file, I want to get it working with the game engine that I’m currently using.

Not sure it would make much sense for you without documentation really. Maybe Nate can shed a little more light on that.

Took a small break from all the kickstarter stuff and recorded a little video showcasing the skins feature.

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Now back to the less exciting stuff :yawn:

Cool video Shiu! To make it clear what is being shown, he has an animation running and he switches between two completely different skins. The skeleton and animation are the same, showing that you can reuse all that work for multiple characters. This alone may seem trivial and for naive, limited usage it is, but there are some important details in how Spine handles this.

Imagine you want your goblin to blink during an animation, so you have the animation change the image for the eyes briefly to closed eyes, then back to open. If you go and use the male goblin eyes in the animation, when you change to the female goblin skin it would show the male goblin eyes. I’ll leave the details to the documentation, but Spine handles this properly, allowing you to reuse all animations with completely different skins, even those animations that need to swap images.

Another thing Shiu showed in the video is changing to setup mode, modifying the bind pose, then going back to the animation. He made the bind pose look up, then showed that when the animation is applied, the character is looking up. This allows you to do procedural animation, eg having the player look at the mouse location.

I think it would be best to wait to model your engine’s runtime off one of the official Spine runtimes. It’s a bit tricky to get exactly right.

Goblins! Very lovely!

@Nate

Do you have any ideas of pricing for this yet? and some time frame for a release date? btw this really looks awesome!

We have the price worked out, but I’ll refrain from writing it in here, due to the fact that the kickstarter will have a few options. Currently I’m working on the last bits on the kickstarter video. That means, within one of the next couple of days, we’re aiming for a friday release, but as always with these things, unexpected things can happen, so it’s not set in stone. Oh and thanks :smiley:

Hi!
I’m having some problems with opening and saving (save + save as) projects. The screen dims for a moment and then undims to normal state without any results on all these options. The same goes for the “Browse” button in “Export” popup. So it looks like the problem is in accessing the file system.
I’m using Win7 x64, log file ends with “Started.”, no crashes or sth like that.

Thanks

Brainman, that is strange. I hope that is rare! Spine uses a native file dialog to avoid the nasty Swing dialog. Can you try the latest I just uploaded (0.94)? I added code to detect if the native file dialog is closed too fast, so if you do an action that opens a dialog and for whatever crazy reason it doesn’t happen on your computer, then next time you try the action then you’ll get the Swing dialog. Alternatively if shift is help when opening a dialog, it will open the Swing dialog instead of the native one.

Do you know when the first release of the application will be? So we can export and import to libGDX? Will it be after kickstarter or during it? (I’ve just checked and fortunately though in my country we can’t post Kickstarter projects, we can pledge, so I’ll definitely back you up guys. :slight_smile: )

It will be during the kickstarter. Thanks for the support! :slight_smile: