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Hi there,

I have a running animation where the character is facing right. There are only a few differences (mostly draw order and which image to draw) when the character is running left.

The bad part of my workflow is that whenever I make an adjustment to the "running right" animation, I then have to delete the "running left" animation and re-do that piecemeal work to adjust the animation.

Is there a way to make a kind of copy-on-write of my "running right" animation in "running left"? So only the individual changes I've made "override" what is present in "running right"? Almost like a view on the animation, or something?

Thanks!

Hello! A solution to your problem may be to set a skin for the right and left versions, so that you will need only one running animation.
Skins - Spine User Guide

Another solution could be: since animations can be played simultaneously, you could have an animation specifically that changes the draw order and the position of some things for you on a track, and the running animation on another track. You then play them together and this should enable you to do as many changes on the original running animation as you need without needing copies.
Preview - Spine User Guide

A third solution consists of copying and pasting the draw order keys that differ on a copy of the new animation, rather than redoing the changes on the old animation.

Oh my gosh! Those are such great ideas! I'm already playing multiple animations at once for the arm positions and the leg positions. I can totally scale the root bone and change the draw order for left and right! Thank you so much!


Just checking back in to say the second solution solved it: I made two new animations, "left" and "right". They had keyframes at frame 0 that set the root bone X scale and changed the draw order. Those animation play in track 0. The running, jumping, falling, etc animations play in track 1. It works (AFAICT) perfectly. Thanks so much again!

Glad it helped! :fiesta: