huh it embeded
If you wish to test viable filenames, a couple are
snowman
atom
eclipse
Web Preview
Link: https://codepen.io/Leinad-Noscaj/pen/RNNbZqQ
You should see error:
SyntaxError: missing } after property list
at https://cdpn.io/cpe/boomboom/index.html?editors=1111&key=index.html-92ce83c4-3f00-ca09-07a4-bcb8925ee348:136
Go to the URL in the error so you can see just the resulting page without the codepen junk wrapping it. Look in the browser console (F12) and you'll see (in Firefox):
Uncaught SyntaxError: missing } after property list index.html:136:13
note: { opened at line 119, column 63 index.html:119:63
Those will have links you can click and it'll show you exactly the line with the problem: Line 107 is });
, needs to be }});
.
Nate TYSM!
LeinadNoscaj
I'm trying to use TrackEntry to make an animation loop for 3 seconds, then switch to another one. How do I do that? The TrackEntry API ref isn't making much sense to me.
And since I already can tell I won't know what to do, how do I different tracks trigger at the same time?
success: function (player) {
player.animationState.setAnimation(0, "first animation name", true);
player.animationState.addAnimation(0, "second animation name", true, 3);
}
What do you mean by "trigger"? That isn't a verb usually used for tracks.
If you want to play two animations at the same time:
success: function (player) {
player.animationState.setAnimation(0, "lower track animation name", true);
player.animationState.setAnimation(1, "higher track animation name", true);
}
Nate If you want to play two animations at the same time:
success: function (player) {
player.animationState.setAnimation(0, "lower track animation name", true);
player.animationState.setAnimation(1, "higher track animation name", true);
}
Would the same principle apply to addAnimation?
And could you provide an example of using trackEnd?
Yep, add animation queues the animation for playback after the current or last queued animation.
What are you trying to accomplish with trackEnd
? It's almost never what you want. Use an empty animation instead:
https://esotericsoftware.com/spine-applying-animations#Empty-animations
- Изменено
Nate
I'm trying to make an animation loop for 3 seconds before switching
I gotta stop using Gemini
weird
The 3
I gave above for addAnimation
is your 3 second delay. See:
https://esotericsoftware.com/spine-api-reference#AnimationState-addAnimation2
If you set the delay
parameter to 0 it'll use the duration of the first animation.
Nate
ohhhhhhhhhhh. Thx.
Final question I think
How do I make a set of animations loop forever?
So after using setAnimation then addAnimation 5 times, it'll just loop those 6
wait nvm it does it automatically
Good grief yall really did make things ez
wait nvm, i was seeing things
but this is wierd
with this:
success: function (player) {
player.animationState.setAnimation(0, "run", true, 5);
player.animationState.addAnimation(0, "jump", false);
player.animationState.addAnimation(0, "run", true,5);
player.animationState.addAnimation(0, "idle", true, 3);
},
I get this
It just stays frozen like that in idle forever
setAnimation
takes 3 parameters, not 4:
player.animationState.setAnimation(0, "run", true, 5);
addAnimation
takes 4 parameters, not 3:
player.animationState.addAnimation(0, "jump", false); // Missing the delay param.
Make sure you understand the parameters (read the docs).
The true
being passed makes that animation loop if playback exceeds the animation duration. If false
is passed it will give you the last frame forever.
It's easy to play a single animation looping forever. To play multiple animations repeatedly, you'll need a listener to know when they are done, then you set the animations again:
success: function (player) {
var loop = function () {
player.animationState.addAnimation(0, "jump", true, 0);
var entry = player.animationState.addAnimation(0, "run", true, 3);
entry.listener = {
complete: function (event) {
loop();
}
};
};
loop();
},
There are other events available beside complete
, see the API reference docs.
You can also mix between animations, so the change is not so abrupt:
player.animationState.data.defaultMix = 0.2;
player.animationState.addAnimation(0, "jump", true, 0);
Or on a specific transition:
var entry = player.animationState.addAnimation(0, "jump", true, 0);
entry.mixDuration = 0.2;
As an example of some advanced usage, here are some pages using spine-player and the code for them:
https://esotericsoftware.com/blog/Spine-4.0-is-here
http://esotericsoftware.com/files/blog/4.0-released/blog.js
And:
https://esotericsoftware.com/blog/Spine-4.2-The-physics-revolution
https://esotericsoftware.com/files/blog/4.2-released/blog.js
Thx, that helped a lot.
I forgot about one final aspect, certain skins have a special animation on another track that plays, it is
skins-filename-common. The filename changes based on whatever filename I put in. So my questions around this are, how do I create an if animation exists statement, and how do I define a constant inside an animation name in setAnimation?
You're welcome!
"skin" means something else in Spine. I assume you mean different skeletons may not have some animations. To set an animation only if it exists:
var animation = player.skeleton.data.findAnimation("run");
if (animation) player.animationState.addAnimation(0, animation, true, 0);
What do you mean by "define a constant inside an animation name"?
Nate Thx that answered the first part of my question.
As for the second part, the constant filename is defined when someone types in something and hits Load Animation.
I want to know how to use that constant in the findAnimation and addAnimation
I'm not sure what you are asking. Basic programming maybe?
var name = "something";
var animation = player.skeleton.data.findAnimation(name + "-run");
If that's missing the mark, you'll need to better explain what you are trying to accomplish. Sometimes it's faster if you know exactly what to ask, sometimes you need to lay out the whole situation so we can give the appropriate advice.