Can you open your file (created by the Spine 3.3.07) in the older version (Spine 3.2.01) ?
Did this happen when simply saving the file from one version (3.2.x) to another (3.3.x)?
At what version did this happen?
Or have you started using any of the 3.0 features?
We currently only support “weightedmesh” as a workaround/helper, since the older Spine version (2.x) crashed, which forced many developers to move to 3.x. We currently support no other Spine 3.x features. We have a list of 3.x features that have been requested, that we’ll work on after this summer.
Defold supports mesh animation but only with bones, meaning that you can’t animate single vertices. If you need to animate single vertices you can do that through a bone being 100% bound to that vertex only and animate the bone.
It’s realy sad.
Much more work for my animator than I thought
Maybe you know when it is planned to fix it?
The current stance is that we will not support vertex animation at all. There are many reasons behind this decision and I made a comment about it a while back. The strongest reason is that vertex animations scale terribly as the meshes grows in size, which makes it a dangerous feature although it can be convenient for some animators of course. If you could give an example where the workload for animators increases significantly because of this restriction it would help a lot.
That’s a great looking animation!! I’ll try to give it some thought, but as it looks now we simply can’t animate individual vertices on the cpu and have that scale in perf in any reasonable way. Right now some ideas are floating around in my head where this would be a checkbox for really heavy-duty things (like the house-monster), where we would at build-time burn out all vertices into a sequence of meshes (flip-book but for meshes rather than textures) and then lerp between meshes on the gpu to use the result as bind-pose. No idea how that would work or perform really, but could be an option. Sometimes absolute brute-force can work quite well, especially if you can do a lot of the calculations at build-time.
What we really want to avoid is that animators spend a lot of time making all these great animations by moving vertices, and then there is no way to have that run with everything else in the game on the target platform. That makes everyone really sad.
Hello @AGulev and thanks for the ping, I have to admit that I forgot about this after I wrote the initial answer to you. I’ve checked with Blossom Blast Saga who also experienced this problem but they are now able to export using Spine 3.3.x. There are however new features in Spine 3.3.x which are not supported, could it be that you’re using any of those?
I don’t know (
I have no spine and all animations made by my animator. I can send you in Slack or email full project with exoprt one of my animation before renaming “mesh” in export file.
I think it’s time to include @Mathias_Westerdahl and/or @Ragnar_Svensson in this discussion. They could probably tell you more about which features of Spine 3 that we don’t support and how to work around it.
Yes, the only 3.x feature we support, is their renaming of skinnedmesh, to weightedmesh to mesh, so that you can at least open older animations.
As for what we don’t support, no we don’t have a clear list. I know two of two new things that are unsupported: shear matrices, and linked meshes. But, other than that, simply all new features from 3.0 and forward, we don’t support.
Recently, one of our artists happened to get affected by this, since they exported the file from a newer spine editor. The advice then was to reexport it in an older version 2.x, and compare the files to see what feature is actually afffected.
“I have no problem with it renaming of all “mesh” to “weightedmesh” solved my problem.”
The editor does this automatically for you now. Is it still a problem for you?