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Keyable draw order

August 19th, 2013

We’ve completed the keyable draw order stretch goal! You can now change the draw order during animations without using multiple slots.

To use it, switch to animate mode and change the draw order in the tree, then click the key dot next to the Draw Order node in the tree. Similar to events, the visibility dot next to Draw Order can be used to hide the draw order keys in the dopesheet.

In other news, the dopesheet has gotten some fancy new icons!

Keyable draw order

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Blog Archive

  • Auto Key for Spine Essential
  • IK revamped and documented
  • IK pinning is now available
  • Skinning is ready!
  • Skinning update
  • Free-Form Deformation now available
  • Meshes!
  • 1.6.39 released, new stuff
  • Licensing and… Kickstarter!
  • Bounding boxes and a special announcement
  • Keyable draw order
  • Childhood dream come true: Building Spine
  • Event timeline, texture packing and more
  • Texture Packer and Honeymoon
  • Introductory sale ending
  • Onion skinning available
  • Tons of runtimes, editor features on the way
  • AS3 and Starling runtimes available
  • Lua gets some LÖVE
  • Runtime refactoring
  • Unity and C# runtimes, more videos
  • Changelog is back
  • cocos2d-iphone runtime, export format change
  • cocos2d-x runtime, new videos!
  • New Mac OS X OpenGL backend
  • What's new, tracking progress, and issue trackers
  • Kickstarter stretch goals
  • Kickstarter reaction
  • Esoteric Software and Spine goes live

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