Hey all,
I'm new to these forums, and I'm developing my own runtime that following my engine code's conventions, and uses its own datatypes internally (my own vector, matrix, easing classes, etc). I was just wondering, is there any documentation on file format? Also, is there any information on the binary format?
So far, I was able to get the bones and the slots loaded up. I just have some questions a few things work:
-Is there always a "default" skin? For example, when loading the atlas, if the sprite definitions doesn't specify which skin will be attached to it, should I just assume that it's the first skin loaded from the animation file?
-What is the "index" field that's listed at the end of each sprite definition in the .atlas file? I looked at the libgdx documentation, and it looks like it could be related to filename suffixes?
-I noticed that the spineboy.json file I'm working with right now has an animation labeled "drawOrder" right under "animations". Is this an animation, as in a setup?
-Each animation key has a "curve" field that's always got 4 float between 0.0 and 1.0. After looking through the C runtime source code, it looks like they are interpolation weights for x1, y1, x2 and y2 coordinates? Am I close?
Ok, it turns out I forgot about this link regarding the JSON format:
http://esotericsoftware.com/spine-json-format/