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8日 後

At the moment I'm creating an animation based an a musical audio track of around 4 minutes.
Unfortunately so far I can't even manage to get Spine to move the playhead of timelines (both the Graph window as well as the Audio panel) to set a keyframe on what is the last frame of the audio.

When trying to move the playhead beyond the current view there is some scrolling, but it's so increeeeeedibly slow it's practically unusable.

Also when zooming the timeline fully out not all audio is shown in the Audio Panel (or the other timelines). These limits are way too tight for realistic use to create video animations, so I must be missing something here.

How to turn off these limits so we can reach these frames like other frames?

Thanks in advance!


BUMP!!

5日 後

Hello, I sincerely apologize that your post was missed. Could you take a screen recording of the issue to showcase where you're encountering the problem?
Also, what version of the Spine Editor are you currently using when encountering your issue?

It's not clear exactly what you have tried, but I can explain some things and maybe some hit the mark.

The normally scrollable area of the animation is from frame 0 to the highest frame in your animation. If you drag with the right mouse button, you can pan beyond the normally scrollable area. This should not be slow. You can pan this way even while dragging a key with the left mouse button.

If you drag the timeline position with the left mouse button and move the mouse past the edge of the view, Spine will scroll the timeline position based on wall time. This means the scrolling happens as fast as playback would. That is going to be slow if you zoomed far out, but this isn't intended for panning the timeline long amounts of time.

The limit for zooming out is limited, as you found. With a reasonably small window size, I can see about 3,000 frames in the dopesheet, graph, or audio view, which share the same limits. On a larger screen (2560 pixels wide) I can see 5,670 frames. We need a limit since we have a slider for the zoom level.

We don't have a way to increase the zoom limit, if only because there aren't many people doing such long animations and no one has mentioned it. What actions are you needing to do when zoomed out so far?

A workaround is that you can set the timeline FPS lower. 3,000 frames is 30 seconds at the default 30 timeline FPS. If the timeline FPS is set to 1, then the same 3,000 frames would represent 3,000 seconds (50 minutes). A lower timeline FPS may require you to hold shift to move keys between frames, making it harder to place keys from different timelines on the exact same frame.

Nate wrote

The normally scrollable area of the animation is from frame 0 to the highest frame in your animation. If you drag with the right mouse button, you can pan beyond the normally scrollable area. This should not be slow.

Thanks for your reactions.

The thing is that this way we could never set a keyframe further than the last keyframe we currently have and have to deal with this zoom issue EVERY NEW KEYFRAME when animating from start to finish!! It's extremely frustrating to not being able to zoom out further than to show the last frame. To me that's undoable. It's not very intuitive to need to drag to put a keyframe further away. I'm used to zoom out and place keyframes where I need to. I do that in other design- and animation tools, but can't do it in Spine because of a limitiation I don't get in the first place.

Nate wrote

The limit for zooming out is limited, as you found. With a reasonably small window size, I can see about 3,000 frames in the dopesheet, graph, or audio view, which share the same limits. On a larger screen (2560 pixels wide) I can see 5,670 frames. We need a limit since we have a slider for the zoom level.

IMO We need to be able to zoom out as far as we want to put a keyframe whereever we need it to be. I think having a limit on the zoom is unnecesary. Why can't we zoom just 'endlessly'? Just like other software, like Affinity Designer, Ableton Live, Davinci Resolve, Blender etc.. There I never ever hit any limit on zoom and zoom and pan all the time and feel completely free. With Spine I feel locked up in a cage that's way too small.

To me it doesn't make sense this is limited to a UI-control. I don't know about other people but I would never use a UI fader to zoom in and out anyway, it's just not intuitive to use. We either use keyboard controls like Ctrl-+/-, mouse movements with holding a key like shift or mouse wheel to zoom in with other software I know of. Especially because 90% of the time we would like to define the center of the zoom anyways to zoom from a location.

Nate wrote

We don't have a way to increase the zoom limit, if only because there aren't many people doing such long animations and no one has mentioned it. What actions are you needing to do when zoomed out so far?

Navigate. Enter new keyframes. Have a quick overview. Feeling free to do what you want and how you (creatively) want it without being imposed by the system or being limited by it.

Nate wrote

A workaround is that you can set the timeline FPS lower.

I'm sorry, but this doesn't solve things and make things worse. Not even as a workaround as we clearly need to be able to see the framerate as intended.

Sorry if this comes across as harsh. I like Spine very much, but I don't want to lie and want and need to work with Spine a lot. This is such a crucial part of the workflow and navigation. IMO the interface on zooming is just lacking the way it is build now IMO. After posting this here I found out what you wrote here; that we can drag past the last frame, but it's so unintuitive and just feels weird and as I wrote above, like being trapped in a cage, instead of feeling free, fast, in control and creative. I can't get used to it, it slows things down, it's a frustrating workflow and it's completely unnecesary IMO.

The same with limits in scaling of the viewport. I had trouble with it a few times where Spine just wouldn't let me scale out enouth to reach certain parts. It's just frustrating and completely unnecesary IMO. That seems like the exact same issue, which would, as I understand from your words, be solved then scaling wasn't limited by some UI control (that IMO nobody really misses when it would not be there, or at least could be build another way to not limit the rest of the interface).

I really hope this makes sense, will be taken seriously and really hope, hope, hope, hope, hope, it will change in an upcoming version!

Thanks!

[btw] Why do we need to log in on this forum each time we Submit a post, when we are already logged in?

spineappletree wrote

The thing is that this way we could never set a keyframe further than the last keyframe we currently have and have to deal with this zoom issue EVERY NEW KEYFRAME when animating from start to finish

You simply pan to the end of your keys and set new keys. Many animators use the Next Frame (R) hotkey to move the timeline position +1 frame.

spineappletree wrote

It's not very intuitive to need to drag to put a keyframe further away. I'm used to zoom out and place keyframes where I need to. I do that in other design- and animation tools, but can't do it in Spine because of a limitiation I don't get in the first place.

When you have a long animation, why would you want to see all the keys from frame zero to the end when setting keys? To do so you'd need to zoom out a lot. That looks like this (worse if we allowed more zoom out):

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When zoomed out like this, you can't easily set the timeline to a particular frame. Dragging the timeline position just 1 pixel makes the timeline jump by 3 or more frames. That's not accurate enough to be able to set the timeline position in most cases.

Further, if you do set keys zoomed out so far, you can't see the keys well because they are so close together:

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To be able to work reasonably you'd need to zoom in so you can set the timeline position and see the keys:

HTTPS をサポートしていないため、画像は非表示になっています。 | まだ表示する

spineappletree wrote

Why can't we zoom just 'endlessly'?

As mentioned, the zoom slider has a start and an end which are mapped to a minimum and maximum zoom. We could allow farther the zoom, but then the slider would no longer indicate the zoom level. While dragging the slider may not be terribly useful, looking at it to see the current zoom level can be.

The main reason however is simply because it hasn't been shown how it would be useful to zoom out farther than we currently allow. It is not useful for setting keys or the timeline position, as shown above. Navigation is the best argument in favor of a higher maximum zoom level. Not being able to zoom out to see the whole animation means panning is required to jump to a particular section. Maybe we can make the zoom out limit dynamic, so the maximum is always enough to see the entire animation.

spineappletree wrote

I'm sorry, but this doesn't solve things and make things worse.

Setting the timeline FPS is the only reasonable way to make zooming out so far usable for setting keys or timeline position. When each frame has a longer duration, you can still see keys on frames when zoomed way out.

spineappletree wrote

Sorry if this comes across as harsh. I like Spine very much, but I don't want to lie and want and need to work with Spine a lot. This is such a crucial part of the workflow and navigation. IMO the interface on zooming is just lacking the way it is build now IMO. After posting this here I found out what you wrote here; that we can drag past the last frame, but it's so unintuitive and just feels weird and as I wrote above, like being trapped in a cage, instead of feeling free, fast, in control and creative. I can't get used to it, it slows things down, it's a frustrating workflow and it's completely unnecesary IMO.

There any number of things about the Spine UI you could claim are unintuitive and you don't like how they work because you want or expect it to work some other way. Much about building UI is about defining limits for reasonable behavior. That is done all over the place in every UI.

For a productive discussion, focus on why the limits are bothering you. It is not helpful to point at other software or claim the limits are completely unnecessary. We won't make changes to Spine because of what other software does. The Spine UI is hand built from scratch, not using any sort of ready made UI toolkit, and we have reasons for every part of its behavior. Those reasons range from "unimportant, we just choose something to make it to work" to "absolutely crucial, we can provide a long list of reasons it is the way it is". In either case, for us to make improvements we need to understand the use cases, why the current behavior is causing pain, and how the new behavior improves that. Note when we do that, we are considering ALL the use cases of all Spine users, not just yours.

We are the UI experts that you trust to build you a great animation tool. If you don't trust us to do that, then you're probably using the wrong tool. It is unproductive to repeatedly criticize our decisions and classify them as completely unnecessary. It makes getting to the point and responding to your posts more time consuming. I understand that you are passionate about Spine and frustrated, but if you would focus on the problems you are having then it would be easier for us to help. What we need is basically "this is what I want to do, this is how I'm trying to do it, this is why I find it difficult".

spineappletree wrote

The same with limits in scaling of the viewport.

The viewport zoom is a lot more complex and the zoom behavior there works better when it knows which part of the zoom range is generally usable. A higher Bone scale setting gives more maximum zoom level in the viewport.

spineappletree wrote

[btw] Why do we need to log in on this forum each time we Submit a post, when we are already logged in?

It uses a cookie if you check "Remember me". It could be your browser is losing that cookie.

Hi Nate, thanks for your reaction. Unfortunetely I get the feeling I should've written my post differently as you missed a lot of things in my post where I do exactly what you ask for: explain why and how I'd like to see it. That's unfortunate.

It's a pitty you think it's too much work to react to my posts and think it's wrong of me to compare Spine UI to other players out there with comparable interfaces. If things are built so differently in Spine than most things out there and decide re-invent the wheel to make things better than you might also expect users to bring it up when that's not the case in their vision.

If it's really 'our way or the high way' than I would understand a little better why there's so little reactions from people outside of Spine on this forum and no cooperative feeling IMO.

I understand that I'm not the best in setting the right tone to mention these kind of things and I'm truly sorry for that. I am just not good at that while staying honest and I value honesty and giving others the chance to change things. But I am not just complaining or complaining too much tho and I use this much words because for some reason here I always get the feeling I'm bumping into a wall and need to try very hard to explain why I want things that are normal in other software. Your reaction to my post now endorses this unfortunately.

I think it's a little too easy to think clients should just trust you in creating UI and users shouldn't mention concerns for new UI and just leave when they're not satisfied.

I want to focus on the content instead now, instead of on the communication, as that's not helping either of us I'm afraid and we have to agree to dissagree on some things.

Nate wrote

When you have a long animation, why would you want to see all the keys from frame zero to the end when setting keys?

I don't want to set keyframes when zoomed completely out. That would be unpractical as you write. I want to zoom out for all kinds of reasons as described in my last post. One of them is to have an overview and to have an idea of where I am in the timeline so to orientate. Another one I use all the time is to quickly go to a point where I want to go; zoom out to orientate, locate where to go, zoom in to get details. I'm aware of the auto-functions currently in place, and tried the hell out of them and really embraced them, but they somehow always do something I don't expect and they don't work for me. To be honest I'm scared now to tell you what I would expect as for yet another discussion and more complaining about user feedback.

Nate wrote

It uses a cookie if you check "Remember me". It could be your browser is losing that cookie.

Again: I am logged in, write a post, press submit. So the cookie is still there.

Yes, we are the ultimate authority for Spine. We have to make every decision and we have to implement every detail. You have absolutely no say in our decisions. No amount of criticism, emotional response, comparison with other software, or anything else will influence us except if you show "this is what I want to do, this is how I'm trying to do it, this is why I find it difficult". You claim we are arguing but in fact you are failing to show those three things and are instead way off in the weeds. You can dispense with your pity, criticism, reflections on how unfortunate the situation is, and everything else.

We don't need your suggestions for solutions to whatever problem you are having. We are the experts, we have the broadest knowledge, and we make decisions based on the considerations of all Spine users collectively. That is our job and no one else is as well placed to do it. If we needed to ask users what would be best for Spine, it would mean we aren't good at our job. Using our software means putting your faith in us to make the best decisions and implement the best solutions.

That said, if you want to suggest solutions, they are appreciated and welcome. We keep an open mind and listen carefully to all our users and incorporate their feedback along with all the other variables involved


you should know this firsthand. However, any suggestions you provide should be separate from "this is what I want to do, this is how I'm trying to do it, this is why I find it difficult". Mixing them muddies everything and is painful all around.

Responding to your posts is needlessly time consuming and emotionally exhausting. We put enormous effort into detailed and thorough responses. We've incorporated your feedback in the past and made significant changes to improve your experience with Spine. All that and still we are met with criticism about our process.