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  • Looping keyframes inside longer animation

Heya, I've been animating with blender and am learning Spine for another project.

In blender, there is a modifier that can be applied to a curve, called the cycle modifer. This modifier repeats a sequence of keyframes without the need to copy paste the keyframes within the bounds of the length of the animation.

Here's an example. I have 3 Keyframes and I'd like them to loop inside of this longer animation. I painted in green how I'd like the loop to work.

Is there any chance this could be added to the Spine editor? I am creating lots of loops that have this scenario come up constantly and this feature would save me an incredible amount of time! 🙂

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Currently, Spine does not have a direct feature like Blender's cycle modifier to automatically repeat a sequence of keyframes within a longer animation. However, there are some workarounds and planned features that might help. You can manually copy and paste keyframes to create loops, or use the Graph view to adjust keyframes more efficiently. There is also ongoing work on improving looping features, as seen in the discussions about alias keyframes and seamless infinite loops. These improvements are on the roadmap, but not yet implemented in the Spine editor. For now, you might need to rely on manual methods or runtime solutions to achieve the desired looping effect.

We've wanted to add this for a long time, but other things have jumped ahead of it.

Currently you can do it by making an animation that is the looping part and playing that on a different track from your other animations. You can see this in the Preview view. I appreciate that it's not that same and doing it within a single animation would have some advantages.

    Nate Thanks for replying!

    Indeed, this is a solid workaround. Unfortunately in Unity, this would require additional coding to play multiple animations. Definitely not impossible, but something I'd love to avoid 🙂