Anyone know how to deal with Spine exports?

IntoTheDawn

Newbie
Aug 13, 2022
51
23
I have some h-games I've been archiving animations for that were created with Spine 2D 3.8.99. The default animations are great and all, but I have noticed a bunch of "static" animation slots that are usually reserved for facial expression variations and the like. Problem is that I don't know how to export animations that use these variants because these slots were mainly created with Spine runtime in mind (the game runs the animation and uses whatever animations the dev has defined within the runtime like, during Scene 1, mixing Animation_1 and Face_(x) by assigning them to animation tracks 0 and 1 respectively, with each track overwriting lower animations in priority).

If anyone here knows how to handle Spine, then please tell me how to create these variants through the actual software. I've tried Spine Viewer Vue, an open-source Spine viewer software that allows exporting with animation track mixing, but its export functions are, frankly, shit (uses the animation's on-screen positioning and window screen resolution to render the animation, which is really fucking stupid and infuriating to deal with) and it doesn't seem like the dev has plans to change that.