• Editor
  • [Request] A switch to Maya's graph editor

Hrm... I'll have to play with it more I guess... see if I can make it work for me w/o it being too frustrating.

FWIW, having to do this kind of manual curve adjustment for every new keyframe really slows down my workflow.

Any chance you could automatically make the curve smooth into each other like Unity's "Auto" keyframe curve setting? It's not perfect, but it really does get you to a good base that you can tweak easily. Rather than having to tweak as you go. Just a thot.

Cheers!

That could be an interesting feature, though I worry changing the tangents in neighboring curves that you can't see could be surprising (even when it can be toggled on/off). It makes most sense when you can see the changes.

4日 後

Hi guys,
sorry if I repeat the same topic again, but ability to set keys as a besier/contiues and control them throughout the animation key on "both sides" is for me something basic in animation software. I'm animating in 3d for 20 years and I'm new to 2d. Spine was suggested to me as one of the best 2d anim softs, but unability to see the whole timeline as a curve is really big problem for me.
Do you have any estimates for implementing this feature?

Thanks.

It's the next feature on our list of things to implement. Could take weeks, could take months, hard to say at this point in time I'm afraid.

21日 後

+1 for Curve Editor.

I am pulling my hair out trying to work within the current system. When you are used to being able to fully visualize and edit data in this fashion, it's truly painful to try to get the same results without.

From a business point of view, this is a serious barrier to us being able to create quality character animation efficiently. If a competitor product becomes available that has a true curve editor with workable run-time, we would switch without hesitation. Just underscoring the urgency we feel about this.

Spine 3.7 will feature audio and then we will start implementing a fully fledged graph editor. It's coming! 🙂

  • 編集済み
Shiu wrote

Spine 3.7 will feature audio and then we will start the ! 🙂

Yay! Shiu, that sounds great and I can't wait for the graph editor. Thanks!

Shiu wrote

Spine 3.7 will feature audio and then we will start implementing a fully fledged graph editor. It's coming! 🙂

+1 - Can't wait, Thanks!!!

8ヶ月 後

Really hope it will be here soon.
A functioning Graph Editor is probably the most important feature missing right now, from an animator's perspective at least. I work as an animator at a game studio, where we have mainly worked in 3d. But for a new project we have chosen to work in a 2d style so I have been giving Spine a test drive, and I have to say it's an awesome tool, except for not having a decent curve editor.

Rejoice, as a better graph editor is the next in line on the Spine roadmap!

I was just about to post something similar. I'm glad to see there is already a thread about it.

Failing a full graph editor, it would also be handy to be able to key X and Y separately. It helps a lot when making circular motions (which are just about everywhere in animation)... the x and y keys go between each other rather than simultaneously and you put a flat curve at the top and bottom of each.

When the editor forces you to key both simultaneously it makes it hard to get a smooth circle.

We're excited about the curve editor too! 🙂

@AxiomVerge, we have always planned to allow keying X and Y separately, but seem to be continuously sidetracked with other things. You can see the task for it (and other things) here:
#26 Key X and Y translation separately
If you click the issue number there, you can subscribe for email notifications on the corresponding GitHub page. Waffle just aggregates the issues from these two GitHub trackers in a convenient view:
Editor issues
Runtime issues
As a workaround to keying X and Y separately, you could use 2 bones where one is the child of the other. You'd move one on X and the other on Y. It's certainly not as convenient though.

Nate wrote

As a workaround to keying X and Y separately, you could use 2 bones where one is the child of the other. You'd move one on X and the other on Y. It's certainly not as convenient though.

Yeah, that is what I ended up doing this time...

1ヶ月 後

This is the feature i want to see added in spine the most! So nice/helpful for identifying problematic areas in your animation.


Give us a heads up when even a beta of this is available =P

1ヶ月 後

Back from the dead again! I wonder if there is an ETA an this or the separate X/Y keyframing. Trying to see if I can get away with using only 1 bone for a circle animation by mid June.

A Curve Editor sounds amazing! I'm really looking forward to use it.

I, however, have a question. Is the new editor going to replace the old one?

All I want is not to lose the ability to edit several key frames at the same time, it's the only one thing I think the current editor is superior to any other I've used before. In curve editors it's not as easy as it is in Spine to change a lot of different transformations regardless of the actual information, most of them doesn't even let change more than one curve.

AxiomVerge wrote

I wonder if there is an ETA an this or the separate X/Y keyframing. Trying to see if I can get away with using only 1 bone for a circle animation by mid June.

No ETA for that yet, sorry!

scardario wrote

Is the new editor going to replace the old one?

The curve editor will be a separate view and the dopesheet will remain available. I agree that both have their advantages!

3ヶ月 後

Hi. This issue is over two years old. Can you give us a realistic ETA on it? There are many lovely things about Spine, but the lack of full curve editing, including separate X,Y keys is really slowing down my workflow.

We are finishing up 3.7 now and the curve editor will be in 3.8. I'm afraid I can't give a date, only that we agree it is lacking and is the next thing we will focus on.

I have a small offer. Add a few buttons on the Dopesheet that would not keep the graph panel open.This is what I constantly apply to keys. I apologize for my English - this is not my native language.

Thanks

12日 後

=) Most wanted spine feature +++

12日 後
1ヶ月 後

+1, the current GE has been my biggest gripe with Spine, to get smooth loops feels like complete guesswork at times.

Separate X/Y keyframing +1
Graph Editor +1

Thank you to the dev for working on this. +1 to show support and look forward to the improved graph! :clap:

2ヶ月 後

Another +1 for the graph editor. Any updates? This would be a game-changer for us.

3ヶ月 後

I AM SO READY FOR THIS TO DROP <3 It feels like we're almost there! Hang in there team!

8日 後

Any updates on the curve editor?

We are getting there! It has taken a lot of effort to clear out everything we need to so we can release a big new feature like this. I'm very sorry for the wait!

4ヶ月 後

Please correct graph editor . Any updates on the curve editor?. plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

It is coming, promise!

)))

This is my most wanted feature for YEARS =)

2ヶ月 後
Nate wrote

It is coming, promise!

Hello, will we have the ability to auto weight right and left tangents of the key by default (similarly like Unity editor does)(preferably as an option because someone still wants robotic animations with linear interpolation)?
For now, it seems like just any default animation made in unity looks more natural than in Spine2D((

Thanks for skin bones in 3.8 but full graph editor is the more fundamental feature and I guess you should really focus on this one do not delay it until version 4.0 (or at least give us a preview)

Also, you are saying for 3 years that it is your next feature to implement but still there is no preview of that. And this feature is stoping me to upgrade to Spine pro license (and I am not the only one)
I would bare for graph view but I need the option for keys being auto weighted on both sides by default to have a natural look.

I hope it will happen At least at 4.0.

Thanks.

@TextusGames, it's something we ourselves have really been wanting to get implemented for a long time, but it had to be put off for good reason. Nate said it best in a different thread

Nate wrote

Sorry! This is killing me inside. There were so many low hanging fruit features that greatly improve workflows and general quality of life. Individually they are small and it makes sense to get them done because people are suffering. Together they are a significant effort that distracts from the larger effort curve editor features. We are working on the curve editor though and it will happen. 3.8 puts us in a good place and releasing the curve editor next makes sense.

But the graph editor is in the works now, promise! Hopefully it won't be super long before we can show a preview of it.

@Shiu, Thanks.
I actually think you programm is made with love and is the best for game 2d graphic.
I do understand now that graph editor will eventually come and I hope it will be soon) .
But will it allow an option for setting default interpolation for keys like auto-weighted tangents on both side(like in unity)?
If information about this feature will be available please post here.
Or do I need to create separate thread as a feature request about it?

It's too early for me to go into detail on what will be possible in the new graph editor. Once we have a working beta, we can start talking about additional features 🙂

Ok, see you at beta time then)

9日 後

Hi guys, looking forward to the graph editor!

I wonder if there are any plans with the proposed improved animation editor to do with easing / inbetweening? There is a nifty tool in Maya called tweenmachine that lets you 1) key an inbetween, then 2) you drag a slider to favour either the keyframe on the left or the right.

Here's a video I found of a guy playing with it.

I would find this super helpful in my anim workflow, I know pretty much all Maya animators use this script or something similar to speed things up!

<3 <3 <3