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  • Mesh deform duplicate keyframes issue

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Hi,
recently I had a project to create a stampedo of running rhinos starting from one animated loop. It consisted of 5-6 meshes witch had mesh deform animation and few animated by bones. All elements were parented to one bone.

I just duplicated that bone with all elements/animations to make more of them and after I tried to offset keyframes to have them come one by one I saw that something was wrong.

After some testing I realized that this dont happen in spine version 3.7.94 and 3.8.86 but happens in 3.8.95+.

Basicaly when I have a slot with mesh attachment parented to a bone and animated mesh(it appears that this dont happen if the slot is in root), and when I duplicate that bone with mesh, keyframes for all duplicates are only visible when I select original mesh, but mesh is deformed. If I do any changes to original mesh deform or move any point in duplicates it all brakes.

I basicaly lost about 2h, started project from scratch thinking I did something wrong.

Below is the video capture showing same process in 3.7.94 and 3.8.95.

I couldnt find anything related to this so just wandering if this is a known bug, or its a changed way of doing things for some reasons beyound my understanding 🙂

My fix after 2h was to remove all keyframes of the duplicates (listed after original mesh is selected) and doing copy/paste of keyframes for about 6 meshes and almost 20 duplicates.

Thanx

11 days later

Hello, thank you for providing the video. I was able to reproduce the problem and have opened an issue here:
https://github.com/EsotericSoftware/spine-editor/issues/595
You can follow the issue on github to be notified of when it will be fixed.

For now the turnaround is what you have described. I'm sorry for the trouble!
You may also want to consider using weighted meshes in the future to reduce the burden of deform keys.
Weights view - Spine User Guide

5 days later

Fixed in 4.0.77-beta! This was really bad, thank you very much for bringing it to our attention!

Wow.. thank you for fixing this. We usually use weighted meshes, but in rare occasions we only do mesh deform keys. That is why I havent noticed it sooner.
It wasnt really a trouble once I realised how and when it occurs.
I am glad that it is resolved. 🙂 Thank you again