jendart

I'm exporting PNG sequences, at the moment if I enter the name as 'crab' for example, the exported files are called 'crab_01.png' etc. It would be good to have some more options in the naming, for example the number of digits, and the starting number. Also I think it would be better if I enter the name 'crab' that the name is 'crab01.png', and I can add the underscore or a hyphen if I want to use them.

Also is there any plans for WebM export support? It would save me a lot of trouble, right now I have to export to PNG sequence and convert via ffmpeg.

Thanks!
jendart
  • Postovi: 7

Nate

We'll consider more options for naming. The export settings already resemble spaceship controls, so we'd need to find a way to add more settings while still keeping it nice. :)

Supporting WebM would be great. I know we looked into it when we did the last big export improvements, adding APNG, PSD, etc. I don't remember exactly why WebM wasn't included, but my guess is there weren't great libraries available at the time. We'll revisit it in the future, though it won't make it into 4.0.
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Nate

Nate
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jendart

That's great, thanks for your answer! Definitely looking forward to WebM export, we are making digital miniatures for use in Roll20, it lets us make better looking animations in the same filesize as GIF, and also allows partially transparent pixels.

Personally I like spaceship controls for my export, it's nice to be able to control everything about the export, it means I don't need to use batch a renamer after the fact. Perhaps a checkbox in the export window to enable 'advanced options' would help keep the clutter down, but reveal it to people who want to use all the extra options?

3DsMax has a ton of options all neatly hidden within expandable subsets



One thing I have noticed when exporting, if I choose the path and filename for my file, I generally like to create a folder called 'export' within my project folder. If I need to create a PNG sequence, I create a folder within that called 'PNG'. Right now I can set the path and name to export/PNG/crab.png, which I can see easily in the UI, but if I quit the export screen and come back to it, the fill system path is displayed and gets truncated as it's too long for the text box. I can't see the end so I can't tell which folder it's actually exporting to, and have to go back into the file browser window every time.

It would be nice to be able to set a default folder for export within the project folder and separately set the file name.

Also in the 'open project' dialog, I have all my project folders within one folder, it would be good to set that folder as my 'projects' folder so that folders within it show, and maybe clicking on one will start the most recent .spine file within one of those folders.

Anyway just some ideas, thanks for making such an awesome program!
jendart
  • Postovi: 7

DoobyDude

Nate je napisao/la:We'll consider more options for naming. The export settings already resemble spaceship controls, so we'd need to find a way to add more settings while still keeping it nice. :)
Sorry to bump an old thread, but I just came across this issue myself and I think although an option to select the number of digits would be ideal, that just defaulting to double digit numbering so sorting of images works correctly when there are more than 10 frames would suffice until a full "user selectable" implementation could be looked at.

Another thing would be the ability to select the seperator character used when exporting all animations at once, the default character appears to be a "-" (dash).

This is an issue as I use underscores in my file/folder/asset names and within Spine have animations organised within folders, which means that when I export all animations at once it inserts dashes and I end up with filenames such as:
male_character-down_right-idle_0
or
male_character-down-walk_4
Obviously this is annoying as I then have to rename them to replace the dashes with underscores, but if there was an option even in the main settings (not the export window) to set the seperator character used for generated exports then this wouldn't be a problem as I could just set it there and everything would work perfectly.

Keep up the good work!
DoobyDude
  • Postovi: 114

Nate

v4 pads with zeros based on the highest image number and uses underscore when appending the number. You can specify separator in a pack.json file:
Texture packing - Spine User Guide: separator
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Nate

Nate
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DoobyDude

Nate je napisao/la:v4 pads with zeros based on the highest image number and uses underscore when appending the number. You can specify separator in a pack.json file:
Texture packing - Spine User Guide: separator
Hey Nate,

I found the info in the docs on 'pack.json' and seperator before posting but it says that it defaults to underscore and only works when appending the numbers. I saw that the numbers do get appended correctly to my png files with an underscore and it seems that is working as intended with the default underscore.

However the issue I have is that when exporting all animations at once and those animations are organised inside folders within Spine, when building the png filename the folder names are appended to the skeleton name and seperated with dashes. This can be seen in the example filenames I gave above where the folder names are separated with dashes and the rest with underscores (my own naming + the default 'seperator' for frames numbers).

The folder names in the above examples are 'down_right' and 'down'.

Also, the engine I use won't be updating Spine runtimes until v4 comes out of beta, so I was wondering if there is a rough ETA as to when that might be planned?

Thanks!
DoobyDude
  • Postovi: 114

Nate

Ah, true, there are separators in places other than texture packing. We'll see about making it customizable in 4.1.

4.0 is ready to come out of beta. We've had some time consuming hang ups preparing for the release, but it shouldn't be long now!
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Nate

Nate
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DoobyDude

Nate je napisao/la:Ah, true, there are separators in places other than texture packing. We'll see about making it customizable in 4.1.

4.0 is ready to come out of beta. We've had some time consuming hang ups preparing for the release, but it shouldn't be long now!
Awesome news on both fronts, can't wait - thank you! :)
DoobyDude
  • Postovi: 114

allansimonsen

I'll second (third) the desire for better video export options. I operate on Patreon, and often want to share raw animations with my supporters. Spine's exports right now are all really big; I usually end up having to run it through Adobe Media Encoder to get anything small enough to share. WebM and MP4/H.265 would be ideal (WebM especially because it supports Alpha, which makes future compositing easier)
allansimonsen
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fgnm

Hello!
I'd like to bump this thread again since a new interesting application of the webm format has been made.
Starting from version v8.5, Telegram supports animated stickers in webm format. So since TVG is not an option because it's only for vectors, I think that a webm export directly in Spine would be a great addition for the further releases. Creating animated stickers for Telegram could make happy many animators out of there :)

Thanks you!
fgnm
  • Postovi: 4

Nate

Please note 4.1.21-beta has WEBM, AWEBP, MPEG4, ProRes 4444, AC3, AAC!
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Nate

Nate
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Erika

I'll add that today we'll do a stream specifically focused on the pipeline to make animated Telegram stickers :allthethings:

Blog: New Twitch streams: Let's create Telegram stickers!
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Erika

Erikari
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