Hi! I'm currently using Spine 4.2.40 and I'm facing a strange issue. I keep getting orange key indicators (showing active keys for rotation and transform) in the properties panel, but I can't see any keyframes in the timeline or grapheditor. I've checked the dopesheet, made sure the correct bone is selected, and even restarted Spine, but the keys still don’t show up.
Has anyone else experienced this? Is there a way to clear or force refresh the Timeline to display these hidden keys?
Orange key indicators showing in 4.2.40 but no keys in Timeline or Graph
It seems like you are experiencing an issue where the orange key indicators are visible, but the keyframes are not showing up in the timeline or graph editor. Here are a few steps you can try to resolve this issue:
Show All Bones/Slots: Press
Ctrl+H
to ensure all bones and slots are visible. If any are hidden, their keys won't appear in the dopesheet.Check Dopesheet Filters: Make sure no dopesheet filters are active that might be hiding the keys. You can refer to the Dopesheet - Spine User Guide: Filter for more information.
Show All Skin Attachments: In the tree properties, enable "Show all skin attachments" to ensure all timelines (deform, sequence) for all attachments in all skins are visible.
Deselect Everything: Press space to deselect everything, which will allow you to see all keys in the dopesheet for the active skeleton.
Minimized Views: Ensure that the dopesheet and graph views are not minimized. You can click the graph or dopesheet icons in the upper right of the window titlebar, or press F9 to toggle the views.
If these steps do not resolve the issue, it might be a bug or a specific case that requires further investigation.
Perhaps you're moving bones but not keying the changes.
If you don't want to manually key changes, please make sure Auto Key is enabled:
https://esotericsoftware.com/spine-keys#Auto-key
Orange means you have made changes that aren't keyed, which explains why you don't see keys. I assume you don't have auto key enabled, as Erika mentioned. If you do have it enabled and you see orange keys, then it's a bug that we'd like to fix.
Auto key is enabled, and as you can see i have no rotation on my root bone but somehow it shows there is?
Since auto key is enabled, seeing an orange key is a bug for sure. Can you send the .spine
to we can see/fix it? We'll keep it private and there's no need to include images. contact@esotericsoftware.com
Bee Thank you for sending us your Spine project! I was able to confirm the issue where the Rotate key button turns orange even though the rotation value does not change. More than that, what was very strange was that there were several timelines of the root bone that had split:
Anyway, I think there is some kind of bug in the processing of root bones, so I created an issue ticket to fix it:
EsotericSoftware/spine-editor882
However, if possible, I would like to find out how to reproduce this state from a new project. I tried to reproduce it a little, but I couldn't reproduce the same state. To get some hints, could you tell us what kind of operation you were doing before you got into this state?
It seems that this situation of the timeline being split for the same bone did not occur in other animations of your skeleton, so I am guessing that the operation while making the Death animation is involved, but could you tell me what kind of work you were doing?
Hi! So basically, I was mapping animations from an already rigged and animated character. We had to update the assets, but the resolution of the new character didn’t match anymore. So I imported the skeleton, rigged it with the updated assets, and then brought in the animations. It did require some rework, and the root had some keys for the death and hurt animations. I actually recreated the hurt animation from scratch. I can share the spine file from the other character that i mapped from as well if you'd like to test it out?
Bee Oh, I see! Based on your explanation, it may be a bug related to importing animations. We would be grateful if you could send us a Spine project via email so that we can test whether the problem can be reproduced by importing the animation. : contact@esotericsoftware.com