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Hi,
I can't figure this out. What exactly are the steps to delete a frame, and what would be preventing me from being able to delete one. I tried searching for this and can't find anything. Thanks a lot!

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You don't delete frames in Spine, but keyframes you have set. To delete them you select them in the dopesheet and press delete on the keyboard or the small delete button in the dopesheet

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Hey Shiu, thanks for the reply! Unfortunately, its not that easy for me. When I have one of the keyframes selected, the delete button is not visible. Also, I've tried pressing delete and also cmd-x, but have not been able to remove them. What are the steps necessary to make the delete button visible (clickable)?

Thanks!

In that screenshot I don't see any keyframes selected. The keyframes are the green (for rotation keys) blocks. You need to select one of those. The green 31 line is the frame you are currently at.

Use doubleClick on frame [left clicks], if you cant delete as proffi )))

I think I understand. So the numbers without any blocks(key frames) don't represent anything? Is there a way to remove these? My player kind of freezes during the large gap between key frames. For example, in the screenshot, I would like to remove 26-33. Is that possible?

The numbers represent frames, think of them as time.
30 frames for one second.
If you use stepped keys there will be no interpolation between the frames and it will just jump into position.
In the Playback dialog you can set it to be Steppedat all times, but this is often only needed to rough out your animation poses.

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If you select a key in the dopesheet and open the Graph you can set three different interpolation types. Linear which is default (selected in the below screenshot), Bezier or Stepped

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Like mfedorov says, please check our videos for a better understanding on how animation works in Spine.

@[削除済み]
Just a few points that might help you understand Spine's system.

  • If you came from Flash or other similar frame-by-frame animation programs, it might be weird. Don't let those Flash-like rectangles fool you. That's NOT how Spine works.

  • Spine's system is similar to AfterEffects, where you define key frames and it interpolates everything else. You don't delete frames. You just move keyframes around.

  • The truth is that it is most similar to the system of standard 3D animation programs. This is also how game engine animations typically work. Up and coming modern web animation software also works this way. If you don't understand it yet, it'll be helpful if you learn it. It's broadly applicable. It's not just for games.

  • The other, maybe more complicated, truth is that there's no such thing as frames in Spine. Keyframes are defined, interpreted and stored as points in time and not discrete chunks of time where the thing stays still before it's the next chunk's turn. While an animation is playing in-game, there's no guarantee that the pose you defined where the keyframe is will be visible.

So in your screenshot. You don't "delete frames 26-33". You just select your two sets of keyframes at 34 and 40 and move them to the left by whatever amount you want.
Selecting a summary key on the top row will select all the keys below it in all the rows.
Box-selecting the top row will allow you to select the all the keys under that box in all the rows.

Wow thanks for the replies everyone! This is by far the best forum I've ever experienced!