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  • Spine can import SVG?

hi

i think, good idea for import file SVG, and export in png or movie, like as good VFX for cartoon (toon).
so this mean: spine import SVG for inside spine, scale resolution is perfect but render out to png will be in raster but keep high resolution like perfect result. but dont export to Game in SVG. but for export to png or movie, because Spine is excellent animation smooth!!! so i think svg import for workflow, see example:
http://www.xara.com/us/video/?v=ZLynwNbYqbCZpp2909y4emd3aIeWrHR9ZKF5tp3vk7asdrHD1uRzuKV7&p=ZLynwNbYqbCZpp2909y4emd3aIeWrHR9ZKF5tp3vk7asdpbIz+yyraOooMDG2rTAo7uWhZbWubOqtJnCyOCxqqi7mMbb1nV6r7amwZXktX9jsae7

i wish this feature for zoom svg result export movie awesome!!! :rofl:

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SVG is great for cartoons and many kinds of animations. It's relatively hard to render in games though, and Spine primarily targets games. We have a lot to do in the short term, but it would be amazing to support SVG eventually!

hi

i dont said svg for game. but SVG for spine in editor area , will be full scalable without pixel (square), i wanted to ask you this thing, SVG in editor area.
for render out:
need to converted in RASTER, this is for target to game..

so i'm interessing to export png and movie for compositing.. like as toon, cartoon, short movie, graphic motion..because Spine is excellent for animation with bone, mesh, this are best for save time and creation faster..

can you decide add feature SVG for SPINE but not for game export ok?
i know SVG in game is hard and full cpu, full ram, so device will cant support full hardware.. because svg use calculator mathematical ok?

thank you

There's no way to export Spine projects as SVG animations, as SVG animations are not a thing. If Spine supports using SVG attachments one day, we might be able to specify rendering resolution for exporting movies, scaling things properly so everything is crisp. I'm afraid SVG attachments are a long way off atm.

DEAR badlogic and Nate

ok
see example from natron use readSVG (that is converted from vector to raster in Natron engine, there is DPI for change resolution per inch.
natron is not vector but use raster like Spine, ok? only to said if you are interessing SVG in Spine for converter vector to raster under DPI configure..this is not bad idea..good idea..
but i dont to use the force to you ok?
so i want to say Spine IS AWESOME FULL!!!

you can contect to SVG Importer for plugin..(if is possible?)?
uodate: http://svgimporter.com/

This SVG importer plugin is for Unity, it will not help us get SVG into Spine (which is not written in Unity).

We have a pretty good idea what's needed technically to get SVG working with Spine. However, as I said, we have no short term plans to add SVG support.

ein Jahr später

I would find it useful to have svg's in Spine.

2 Jahre später

It could also help me if SVGs could be manipulated in editor, and printed out in a spine runtime (i happen to be using a HTML runtime at the moment).

Good things come to those who wait!

9 Monate später

Today I am doing some intensive research on getting event driven character rig animation onto web pages without coding. I have learned I need to use vector art if the animations are to appear clear and sharp on handheld as well as desktop device browsers. Since I don't code I need an editor that uses visual scripting (like a node based wiring system to drive the animations with events like onclick).

I am looking at Spine and Rive. While Lottie is sort of a vector animation format, I have ruled out Lottie because I don't have After Effects (AE), as AE seems to be the only way you can create Lottie files. I am looking at Spine, which I like best of all because it is the best at character animation and it's a standalone editor with a perpetual license. But, as outlined above, it seems there is no ability to export vector character animation from Spine.

It looks like Rive exports vector animation and also provides a code-free graph node system to drive animations with events. However, it is the worst kind of editor, Rive is an online-only subscription-based editor. They do not even offer an offline version. I am not eager to invest hours of work in a format that can be taken down or altered or broken at a moments notice, possibly with no ability to go back to earlier versions. The best solution would be a vector version of Spine, one that imported (svg) and exported vector animation runtimes. Baring the best solution, a frankenstein spliced work-around would suffice. It would allow for the substitution of raster files with vector files at runtime and it would have a node based graph system to wire the animations to events without coding. Does such a work-around exist in any configuration using Spine? Is such a work-around even possible?

@Rudy2d3d, you may want to reconsider the premise that you must have SVG. Sure, SVG is pretty great for some things, but rendering using raster images has its own benefits. Nearly all games use raster images. Given how prolific games and the use of raster images are, I have to question if raster images would meet your needs.

Spine won't have node-based programming any time soon, sorry. FWIW, lots of people who are not programmers can work their way through using JavaScript. It's not terribly difficult and a useful skill.

I agree 100% about both using an online-only tool where both the tool and all your assets are out of your control and about paying via a subscription.

It's possible to use raster images in Spine and SVG at runtime. There are two ways:
1) Real vector, where the SVG is rendered at runtime using geometry.
2) Use the SVG to create raster images at runtime on-the-fly at a size appropriate to the user's device, then render as normal with raster images.
However, both of these are very complex, likely beyond the skills of most programmers.

There are some reasonable alternatives when you want crisp graphics, for example:
1) Provide high enough resolution raster images so they still look good on high resolution devices. For example, does the 4.0 release blog page look bad on either your desktop or mobile devices? It's using raster images and a single atlas.
2) Provide multiple atlases at different resolutions, then choose the one closest to the user's screen resolution. This gives you good quality at both low and high resolution user devices.