Hi, Except the characters skeleton animation, We are also using spine to make simple sprite frame animation to for football and others' animation. And we found a animation difference between editor and runtime(we are using cocos2d-x).
In our case , ball's rolling animation has 4 simple keyframe,
0:roll_00.png, 1:roll_01.png 2:roll_00.png (scaleXY: -1) 3:roll_00.png (scaleXY: -1).
So I just key the scale value on 2,3 key-frame,but do not key any scale information on 0,1 keyframes. And in editor, it runs exactly correct. But after exporting , we got wrong results in game which seems omit some keyframes, so I check the .json files found 0, 1's scale data missing.
"roll": {
"bones": {
"root": {
"translate": [
etc..
],
"scale": [
//missing 0,1 key!!
{ "time": 0.1333, "x": -1, "y": -1, "curve": "stepped" },
{ "time": 0.2, "x": -1, "y": -1, "curve": "stepped" },
{ "time": 0.2666, "x": -1, "y": -1 }
]
}
},
etc..
The solution is simple, just back to editor manually key the 0,1 scale value(which is simply default as 1,1).
It is not a good thing for spine to have animation difference(WYSIWYG is perfect) between editor and runtime. So Is there any improving plan for this?