Hana

- 4 de Ene de 2022
- Se unió 28 de Jul de 2021
A coworker and I have run into this problem (2 weeks apart) we got it running on another pc but we're nervously awaiting to see if that stops working too. It's quite a serious problem for us at the moment.
- Have tried restarting device, admin launch, command prompt, reinstalling Spine
- Run through all troubleshooting Spine Troubleshooting but no luck
- Spine.log exists but is empty.
- Confirmed it is not an issue with antivirus/anti-malware or firewall.
- nothing in sentinel one agent on local machine.
Have looked at similar issues on the forums - Does not work after unplugging second monitor
Checked and tried somethings from this
Spine not launching on Windows 10
Unable to open Spine trial on Windows 10 )
My coworker has tried to using the trial version to get by part of the workflow but it's also not opening and leaving empty log.
Device Specifications:
Processor 11th Gen Intel(R) Core(TM) i7-11700 @ 2.50GHz 2.50 GHz
Installed RAM 16.0 GB (15.9 GB usable)
Device ID 954CF3F4-85F5-45F4-9780-9AD045C06B71
Product ID 00330-80027-44357-AA909
System type 64-bit operating system, x64-based processor
Pen and touch Pen support
Windows 10 ProI'd tried the suggested straight alpha workflow, exporting with bleed and changing to linear colour space but my seams with my shaders got worse. :think:
Fortunately a friend was able to convert one of the spine shaders into an amplify template, so I'm freely able to go ham in amplify now :fiesta: I've attached it in case it's useful to anyone else. Works within the spine shader folder.
Wondering if anyone has made a shader template that works with Amplify Shader Editor.
The reason is I don't know any coding, so using a default UI template in Amplify I altered the material tint to use a "Linearburn" blend mode, as it retains contrast quality much nicer than a multiply blend.
However you can see in the screenshot that tinting leaves darkened seams.
The premultiplied, one, one minus src alpha blend doesn't help when tinted.Noticed spine shaders don't have this issue but I've had no luck trying to convert them into amplify templates, or make use of the CCincludes texts, with the "straight Alpha Texture" toggle that resolve these issues, as my knowledge inside Visual Studios is all copy paste n pray
Has anyone had any luck with using these shaders with Amplify or know any resources avaliable to do so?
- Editado
! Just got the update so it works. Incredible XD
Thank you for letting me know! The timing is a blessing from above :heart:I put a rough example (for NDA reasons) of the project I'm working on attached I appreciate ya taking a look
But essentially I'm having over dozens of these lashes/makeups options
- Using linked meshes doesn't allow me to export anything but the first ref image.
- Duplicating a mesh still has this problem for me. Even if it exports it into the texture It shows the other first image in unity. With is a huge pain because it means I have individually animate them I can't use duplicate as a means of copying or updating animations around.
-Eyelashes (using duplicated mesh) everything else using linked.
Currently having an issue where linked meshes with different textures aren't being exported in the texture packer.
It will only export the first meshes's texture used.For context:
Linked meshes around the eyes that have different makeup skins and eyelash styles. They all deform and behave exactly the same way but only exports the first skin I have.Since this is a mobile game, exporting all of these attachments individually are out of the question, since per character I already have over a dozen texture atlasses for all the different customisation elements. But then unlinking them is also a bit yikes since there will be dozens of skin options used across a dozen of animation states.
Update: Even using new & duplicated meshes seems to break texture UVS
:think: Would love to hear if anyone's come up with any solutions for this, or knows any packing tools or tricks.
- Editado