foriero

Congratulation, Nate. The beta option in settings make things much more professional. :-) We are so happy the direction you go. And great that you have new crew member, Mario.

PS: Please one big issue we have is importing skeleton.json files into Spine. I mean now we have to do manually inside spine which is tedious. Can we have something like Spine.exe projectname.spine skeleton1.json skeleton2.json skeleton3.json which would open that project and import skeletonX.jsons?

Thanks again for your great work we are happy to work with spine.

Marek.
Founder & CEO Foriero s.r.o.
https://studio.foriero.com
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foriero
  • Posts: 269

polyline

Great new things. A few video tutorials about the new features would be nice.
polyline
  • Posts: 3

badlogic

We are working on updating the documentation to include the new features. Stay tuned! For now, you can have a look at the new sample projects that come with Spine 3.4.
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badlogic

Mario
  • Posts: 2168

Nate

foriero wrote:PS: Please one big issue we have is importing skeleton.json files into Spine.
I had a question about this:
CL Import Data ( json )

---

polyline wrote:Great new things. A few video tutorials about the new features would be nice.
As Mario mentioned, we're working on proper documentation. Until then, here's a quick video about paths:



Shiu might be able to provide another video for transform constraints and shear.
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Nate

Nate
  • Posts: 9335

Tranmet

Sweet, that path looks cool

do you have any news about Unreal runtime?
Tranmet
  • Posts: 10

chrismweb

Very nice, congrats on the new features! I really need to spend time playing with them :D
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chrismweb
  • Posts: 135

badlogic

Tranmet, once all runtimes are up to date with 3.4 (JS and Lua left, which are hard due to dynamic typing), and once I have plowed through the open issues/PRs on the runtime repo, I'll hopefully have time for UE4. No ETA, cause that's how i roll.
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badlogic

Mario
  • Posts: 2168

Tranmet

Okay, cool :) Keep rolling up the good work :p

Hopefully someday but though I personally don't mind for the moment because I'm using Unity as main platform for the time being.
Tranmet
  • Posts: 10

aiat_gamer

It would be great if we could get a video on the new stuff specially transform constraints. I am having a hard time figuring things out by myself!
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aiat_gamer
  • Posts: 78

iov

all hi, here an interesting lesson with new opportunities of Spine
iov
  • Posts: 6

nimbling

STRETCHY IK - MARRY ME!!!
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nimbling
  • Posts: 171

ihearmonkeys

Stretchy IK! Fantastic! Something I was asking about around ago. Looks amazing, can't wait to try it in our game! :)

Thanks so much guys and keep up the good work!
ihearmonkeys
  • Posts: 29

D@rkmoonXarX

Stretchy IK and path constraints came just in time for our current project! Really amazing :party:
Thank you so much! :yes:
D@rkmoonXarX
  • Posts: 32

Freidenker01

Those are some usefull features. Also great examples to show the possibilities of path and transform constraints. :yes:

I just played arround a littlebit with these new features and allready have a small wish. It would be great if you could invert values at the transform constraint. For example to create a chain of gears (every seccond one shoud rotate the other way round). Or maybe there is allready a posibility for this (exemple creating 2 constraints of course) ? I tried invertig the scale but this didn't invert the rotation direction.

Like I said just a smaaaaaaaall wish. In the end it wouldn't make a lot more work to create 2 constraints in that case. The whole feature does save us a lot of work allready the way it is ;-)
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Freidenker01
  • Posts: 57

Nate

You can use negative mix, but you have to type it and press enter. We'll unlock the sliders so it's more easily discoverable. :beer:
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Nate

Nate
  • Posts: 9335

Xelnath

Awww yessss, I await my runtime updating overlords! :cake:
Xelnath
  • Posts: 408

badlogic

All runtimes except Lua are already up-to-date!
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badlogic

Mario
  • Posts: 2168

scrat

badlogic wrote:Tranmet, once all runtimes are up to date with 3.4 (JS and Lua left, which are hard due to dynamic typing), and once I have plowed through the open issues/PRs on the runtime repo, I'll hopefully have time for UE4. No ETA, cause that's how i roll.
Hi
I'm currently considering choosing between spine and creature for 2d animation for unreal engine. Is it possible that we know if and when a plugin for unreal would be available?
scrat
  • Posts: 2

badlogic

I can't give you a definite date, but after the spine-lua update, spine-unreal is next on my todo. I can definitely say it will be available this year.
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badlogic

Mario
  • Posts: 2168

scrat

Thank you. That's very good to know. I'll wait. Spine looks really promising.
scrat
  • Posts: 2

cemleme

Hello, do you have an expected time for the update of lua/corona runtime? I know you cant give a specific time but is it expected until a month or the end of the year?

Also do you suggest migrating from corona for the usage of spine? As lua is always the latest runtime to get updated

Thanks
cemleme
  • Posts: 16

badlogic

You can follow the progress on the Lua/Corona/Love2D runtimes here https://github.com/esotericsoftware/spine-runtimes/tree/spine-lua-update. My guestimate is that they will be done in a week, two weeks tops.

I can't comment on whether switching away from Corona makes sense (I'm personally not a big fan of Corona, but ymmv). My job is it to keep the runtimes up-to-date going forward, as quickly as new Spine editor releases are being thrown out. If I don't suck at my job, you won't have a reason to consider other engines :)
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badlogic

Mario
  • Posts: 2168

cemleme

thank you thats great news
cemleme
  • Posts: 16


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