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  • Spine 4.0 is here!

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Amazing! Great work everyone, just been using the Beta for a few weeks but i totally love it, especially the curve editor!

Great work. Thank you guys. Up next default track and mixes per animation stored in Editor and followed in Runtimes if track or mix have not been explicitly given. :-)

Default track per animation should be straightforward and not breaking anything.

I don't use Godot personally, but Spine's support must be greatly appreciated by that community. Please don't forget about us Unity plebeians ! :rofl:

IndieDoroid :

Please don't forget about us Unity plebeians !

No worries! :nerd:

I'm absolutely lost. New plugin's version doesn't build at all.

It seems not depend where you are trying to use runtime: example from git "spine-ue4" or your project. There's only one error:

Running D:/Program Files/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="D:/Unreal Projects/spine-ue4 4.26 - 2/SpineUE4.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Creating makefile for SpineUE4Editor (no existing makefile)
@progress push 5%
Parsing headers for SpineUE4Editor
Running UnrealHeaderTool "D:\Unreal Projects\spine-ue4 4.26 - 2\SpineUE4.uproject" "D:\Unreal Projects\spine-ue4 4.26 - 2\Intermediate\Build\Win64\SpineUE4Editor\Development\SpineUE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\pesez\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
D:/Unreal Projects/spine-ue4 4.26 - 2/Source/SpineUE4/MySceneComponent.h(8): Error: #include found after .generated.h file - the .generated.h file should always be the last #include in a header

What am I doing wrong? There was not with previous runtime version - plugin was successfuly builded before. Version of UE doesn't change - it's 4.26.2

When can we expect Godot support? Like, I imagine this will be at least partly something that the Godot devs will have to implement, but when is Spine 4.1 (or will 4.2 when it will be properly "production-ready") likely to be available?

@PESEZZZ terribly sorry for that. The include file oder in MySceneComponent.h was incorrect after applying a formatter AFTER checking spine-ue4 is working as intended. It's fixed in the spine-runtimes repository!

@Ryusui the Godot devs will not have to implement anything for a Spine Godot runtime. How long that runtime will take to create I can't tell. It also depends on whether we target both Godot 3 and 4, or only 4. I'm leaning towards only targeting 4 at the moment, knowing that version is not yet done.

@Mario well, the error was changed 😃

The project could not be compiled. Would you like to open it in Visual Studio?

Running D:/Program Files/Epic Games/UE_4.26/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project="C:/Users/pesez/Desktop/spine-ue4 4.26/SpineUE4.uproject" -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Creating makefile for SpineUE4Editor (no existing makefile)
@progress push 5%
Parsing headers for SpineUE4Editor
  Running UnrealHeaderTool "C:\Users\pesez\Desktop\spine-ue4 4.26\SpineUE4.uproject" "C:\Users\pesez\Desktop\spine-ue4 4.26\Intermediate\Build\Win64\SpineUE4Editor\Development\SpineUE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\pesez\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
Reflection code generated for SpineUE4Editor in 9,9828223 seconds
@progress pop
Building SpineUE4Editor...
Using Visual Studio 2019 14.29.30038 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30037) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Upgrade]
[Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
[Upgrade]     bLegacyPublicIncludePaths = false                 => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
[Upgrade]     ShadowVariableWarningLevel = WarningLevel.Error   => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
[Upgrade]     PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs   => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
[Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in SpineUE4Editor.Target.cs, and explicitly overriding settings that differ from the new defaults.
[Upgrade]
Building 25 actions with 4 processes...
  @progress 'Compiling C++ source code...' 0%
  @progress 'Compiling C++ source code...' 4%
  [1/25] Default.rc2
  @progress 'Compiling C++ source code...' 8%
  [2/25] Default.rc2
  @progress 'Compiling C++ source code...' 12%
  [3/25] Default.rc2
  @progress 'Compiling C++ source code...' 16%
  [4/25] SharedPCH.UnrealEd.cpp
  @progress 'Compiling C++ source code...' 20%
  [5/25] SharedPCH.Engine.cpp
  @progress 'Compiling C++ source code...' 24%
  [6/25] PCH.SpineUE4.cpp
  @progress 'Compiling C++ source code...' 28%
  [7/25] SpineboyCppPawn.gen.cpp
  @progress 'Compiling C++ source code...' 32%
  [8/25] SpineUE4GameMode.gen.cpp
  @progress 'Compiling C++ source code...' 36%
  [9/25] MySceneComponent.gen.cpp
  @progress 'Compiling C++ source code...' 40%
  [10/25] SpineUE4GameMode.cpp
  @progress 'Compiling C++ source code...' 44%
  [11/25] SpineUE4.cpp
  @progress 'Compiling C++ source code...' 48%
  [12/25] SpineboyCppPawn.cpp
  @progress 'Compiling C++ source code...' 52%
  [13/25] SpineUE4.init.gen.cpp
  @progress 'Compiling C++ source code...' 56%
  [14/25] Module.SpinePlugin.cpp
  C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(47): error C4477: "printf": ? ??ப? ??ଠ??஢???? "%lu" ?ॡ????? ???㬥?? ⨯? "unsigned long", ?? ??ਠ⨢??? ???㬥?? "1" ????? ⨯ "size_t"
  C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(47): note: ४?????????? ?ᯮ?짮???? "%zu" ? ??ப? ??ଠ??஢????
  C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(48): error C4477: "printf": ? ??ப? ??ଠ??஢???? "%lu" ?ॡ????? ???㬥?? ⨯? "unsigned long", ?? ??ਠ⨢??? ???㬥?? "1" ????? ⨯ "size_t"
  C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(48): note: ४?????????? ?ᯮ?짮???? "%zu" ? ??ப? ??ଠ??஢????
  C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(70): error C4477: "printf": ? ??ப? ??ଠ??஢???? "%lu" ?ॡ????? ???㬥?? ⨯? "unsigned long", ?? ??ਠ⨢??? ???㬥?? "2" ????? ⨯ "size_t"
  C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(70): note: ४?????????? ?ᯮ?짮???? "%zu" ? ??ப? ??ଠ??஢????
  C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(118): error C4477: "printf": ? ??ப? ??ଠ??஢???? "%lu" ?ॡ????? ???㬥?? ⨯? "unsigned long", ?? ??ਠ⨢??? ???㬥?? "1" ????? ⨯ "size_t"
  C:/Users/pesez/Desktop/spine-ue4 4.26/Plugins/SpinePlugin/Source/SpinePlugin/Public/spine-cpp/src/spine/Log.cpp(118): note: ४?????????? ?ᯮ?짮???? "%zu" ? ??ப? ??ଠ??஢????
  @progress 'Compiling C++ source code...' 60%
  [15/25] Module.SpineEditorPlugin.gen.cpp
  @progress 'Compiling C++ source code...' 64%
  [16/25] Module.SpineEditorPlugin.cpp
  @progress 'Compiling C++ source code...' 68%
  [17/25] UE4Editor-SpineEditorPlugin.lib
     ????????? ??????⥪? C:\Users\pesez\Desktop\spine-ue4 4.26\Plugins\SpinePlugin\Intermediate\Build\Win64\UE4Editor\Development\SpineEditorPlugin\UE4Editor-SpineEditorPlugin.lib ? ??ꥪ? C:\Users\pesez\Desktop\spine-ue4 4.26\Plugins\SpinePlugin\Intermediate\Build\Win64\UE4Editor\Development\SpineEditorPlugin\UE4Editor-SpineEditorPlugin.exp
  @progress 'Compiling C++ source code...' 72%
  [18/25] MySceneComponent.cpp
  @progress 'Compiling C++ source code...' 76%
  [19/25] UE4Editor-SpineUE4.lib
     ????????? ??????⥪? C:\Users\pesez\Desktop\spine-ue4 4.26\Intermediate\Build\Win64\UE4Editor\Development\SpineUE4\UE4Editor-SpineUE4.lib ? ??ꥪ? C:\Users\pesez\Desktop\spine-ue4 4.26\Intermediate\Build\Win64\UE4Editor\Development\SpineUE4\UE4Editor-SpineUE4.exp
  @progress 'Compiling C++ source code...' 80%
  [20/25] Module.SpinePlugin.gen.cpp

How to update Spine to the new version 4 please?

Godot support was an essential pre-purchase requirement for me, thank you. I will need to rustle up some cash now! :p

Nate :

You would choose Latest 4.0 on the launcher window:
Getting started - Spine User Guide: Running Spine

If you don't see that, you may need to download and reinstall Spine from your Spine license page. If you can't find it:
Spine: License Recovery

Ok, It works now! Congratulations on this excellent update, look forward to having 4.1 to facilitate traditional animations! The launcher is classy.

It is necessary at each launch to deactivate the anti-virus from now on, otherwise Spine cannot be launched.

Glad it is working for you!

We've had a lot of problems with antivirus interfering with Spine. Usually it's impossible to tell if a problem is caused by antivirus changing Spine's files or memory or denying access to some OS functionality, or if it is a legitimate problem in Spine. Due to this, it's better for Spine to disallow such interference entirely.

I've had some spare time to dig into 4.0 now and I'm liking it a lot so far. The curve editor is niiiiiice and it really helps achieve some motion that was hard to pull off before, as well as give a birds eye view of how things are moving. Now that I've worked with it it's going to be one of those features that's tough to leave behind if I ever have to work in pre-4.0 files again!

Favour tool is also very slick, liking that a lot. The axis splits and +360 degree rotation are also absolutely lovely additions that will make keying things a lot more convenient.

Also have to say that I love the way that blog post is put together. Lovely animation work there. 🙂

@PESEZZZ I'm not sure what's going on there. Mario will be along soon to help out. You might want to create a new thread for your specific problem, so it doesn't get lost in the general 4.0 release discussion.

Thanks @IanM!

I agree, the graph really makes a big difference. It's a lot easier than < 4.0 to keep movement smooth as the value passes through keys. It also makes animating faster, both by being able to edit values directly in the graph instead of in the viewport and by being able to see the entire motion without needing to scrub the timeline. Still, I know it will take time for some people to adapt if they have been using < 4.0 for long time with dopesheet-centric workflows.

The blog post ended up being a nice test for our Spine Web Player. You can see the JavaScript for the blog post here. The player makes it easy to throw your Spine animations on a web page, even when you need to customize the behavior.

Oh hey, that web player looks neat!

Actually, question about that header animation: it seems to have a really nice looking motion blur going on. How's that being implemented? Is that a blurred sprite of the character being manipulated inside Spine, or rendered out in post?

That holds up very well in motion, elegant approach! Always cool to see great effects done simply like that