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Found 6 results

  1. Hello, it would be really awesome if AD could add a simple, generic Batch Builder that can export coordinates for Artboards and Slices and basic information for exported object layers to either JSON or XML: Any slice Coordinates Slices created from objects Stroke: Thickness, Color & Alignment Fill: Color Slices created from text frames (assuming a constant style for the entire frame) Family Weight Size Alignment Bonus points for any additional properties (everything in the contextual context toolbar and the effects panel may be of interest) That would dramatically increase the usefulness for UI design in collaboration with development teams! We're currently trying to use the Spine JSON-Export to automatically create design specs for our dev team, but the proprietary structure (origin in bottom left, anchor at center of any object, no text support) makes it kind of finicky. It's awesome that it's there, but a few more attributes would make it much more useful for us. If it's too time intensive to make a pretty JSON/XML-file, I'd also settle for Batch Builder that prints a parsable ToString()-Dump of the document tree .
  2. Hello, i am exporting slices out of Affinity Photo with - batch builder- spine json - it exports the 26 layers and 1 json file correctly. When in Spine i go yo - Import data - i choose the json file but i get an error message "an error ocurred when importing the skeleton. Please be sure to choose a valid skeleton json or binary file. Any ideas why this is happening? Thanks for your help
  3. Hi there I am having some difficulty getting my PSD files to correctly import into 'Kestrel Moons" animation program "Creature". http://www.kestrelmoon.com/creatureforum/viewtopic.php?f=1&t=456 That is a link to the conversation I am having with the developer who has been trying to help me get my files to properly import to creature. The PSD does not import at all into Creature and when he imported it into gimp it only imported 1 of 6 layers. That program also has a new function to import spine json files into creature. But it requires a .atlas file to be created as well which designer doesn't create (unless I am doing something wrong). This is a quote from the developer of creature when asked if I should contact you (affinity); "Yes that sounds like a good idea. I will still like to eventually get the PSD import working though; that will be the most straightforward process.Actually, do you mind asking them why for example in Gimp, your PSD only shows 1 layer? It will be great to find out how to make PSD export work from Affinity into Gimp first; if it does work then chances are it will also work in Creature.If the layer encoding issue can be solved, then it will be the easiest and more straightforward way to get a PSD directly into Creature. I wonder if this is a PSD versioning issue?For now, you will have to export out the character into one big atlas and assemble them manually first. But please keep me posted on the PSD import issue." I have tried exporting all three versions of the psd (preserve, editability, final cut x). Tried multiple resamplings with no luck. Maybe I am missing something? This is another quote from the developer when he imported it into GIMP instead of creature; "Thank you for your submission. Indeed this is a very strange sample, it does nothing as you described. After I did some debugging, I found out that the reader could not recognize the layer information which Affinity exported as for PSD. However, when I added an extra dummy transparent layer into your psd and saved it out from Gimp, Creature could import the psd correctly.Do you mind on your side trying to add an extra layer ( right now your PSD only has 1 layer ) into it and see what happens? I have attached back your test with one extra dummy layer added in. Please check your PM and give it a go. The modified PSD file I am sending back to you in the PM loads for me.I am not sure yet if this is an issue with the Affinity exported PSD or the reader itself. This is the first time I have encountered a PSD import error like what you showed me; then again almost all the users importing in PSD are using Photoshop or Gimp.If this is a PSD file format encoding issue, I suggest for now you export from Affinity, then use Gimp to open up the PSD and export out again. More investigation will be required but as of right now, I can tell you that PSD import works from the following programs for Creature: Photoshop, Gimp, Pixelmator. This sounds like a work around and I apologise for that; however PSD is a closed format so we all have to reverse engineer around it to make the loading code work. It's not a trivial task in itself but yes, more investigation will be required.Update: I think it might have something to do with the layer encoding for Affinity's export. I exported out from Gimp with 1 layer and it worked." While he did get the PSD to read in Creature with the GIMP work around it only gave him 1 of 6 layers. But when I open the PSD back into affinity designer it shows all the layers? Any suggestions or feedback would be highly appreciated. EDIT; This is from the developer as well; "Hello,Ok I am doing more investigation for you on this PSD matter since it also bugs me a bit.Try this online PSD viewer:https://www.photopea.com/It opens my own character PSDs just fine. But when I put your test.psd into it, it throws and error: "16 Bits/Channel not supported!"This feels like an Affinity PSD encoding issue.Can you please post this question over to the Affinity forums? Keep me updated on the progress." EDIT 2; I changed to 8 bit, and now it does import, but it multiplies the same image for every layer. So I have 6 of the same layer rather than the 6 unique layer images. EDIT 3; This is from the developer; "Hello,So slightly good news.First download this file:https://www.dropbox.com/s/aqbrmal0jhri6 ... 5.psd?dl=0Watch my recorded video:https://www.dropbox.com/s/x15jf163bd0m7oa/psd.mp4?dl=0What I did was I opened up your psd in Gimp, and then simply re-exported it out as a new psd. This psd imports correctly it Creature."
  4. Hello friends I try to export my sprites sheet from affinity designer to unreal engine 4, but I don't now with is the correct configuration for use export persona with spine .json animation, exist some tutorial or guide for export spine .json sprite? Thanks :)
  5. I use Photoshop for illustration and sometimes Spine for animating my illustrations. I like to move over to Affinity. Spine is supporting different software with a script for exporting transparent PNGs from each layer. The script exports Photoshop layers as individual, cropped PNGs. It writes a JSON file that can be imported into Spine where the images will be displayed in the same positions and draw order using the name of the layers. If there was a script for Affinity I could finally move over from PS. I really like Affinity a lot better... ​So - is it possible making scripts for Affinity? ​(As I understand there is no such thing as exporting single layers from Affinity?)
  6. The new UX features in the 1.5 release are phenomenal, and bring Affinity Designer MUCH closer to a total solution for front end design. What I'd love to see in a future release is support for linking/importing data from external sources such as a JSON file, spreadsheet, or CSV. A great implementation of such a feature can be found in the Craft plugin for Sketch. If this were available natively in Affinity Designer, I think I'd be ready to make a full cutover to AD as my primary environment for all UX work.
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