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  • [3.6.43/Latest runtime]Odd mesh mixing behaviour

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Howdy howdy, it's me again with more spine oddities !

After updating to the latest runtime, I noticed something quite odd with some of the mixing on my character, especially his face

(Don't mind the arm, that's "normal", it's something i gotta fix on my end)

So the face seems to "shlorp" on itself with its mesh (mixing here slowed down to show the issue). Mind you, the face image only transitions to another image which has a shared mesh so there shouldn't even be a difference between both of them, hence why the issue confuses me even more. I know that my face meshes are keyed at the beginning of all the animations.

Does it happen in Skeleton Viewer?
Skeleton Viewer
If so, can you please email use the .spine file and images? contact@esotericsoftware.com

Also, what runtime are you using?

Nate написал

Does it happen in Skeleton Viewer?
Skeleton Viewer
If so, can you please email use the .spine file and images? contact@esotericsoftware.com

Yes also happens with the skeleton viewer (just clicking on the first idle state seems to trigger the odd mixing, sending it your way now !)

badlogic написал

Also, what runtime are you using?

We just updated to the latest one last night which also triggered such events

I also see the problem SV, thanks. We are working on it.

What game toolkit are you using?

Nate написал

I also see the problem SV, thanks. We are working on it.

What game toolkit are you using?

Game toolkit ? Oh I use unity (5.6.03f at the moment)

Thanks. We've fixed the problem in the spine-libgdx reference runtime and will port the fix to all the other runtimes shortly. Cheers! :happy: :beer:

Thank you so much ! Until next time when I come with some more weird bugs 😃

It's been applied to the latest unitypackage here, dated 11 October : http://esotericsoftware.com/spine-unity-download/

You can also just copy the contents of Animation.cs from github (https://raw.githubusercontent.com/EsotericSoftware/spine-runtimes/3.6/spine-csharp/src/Animation.cs) and use it to replace your project's Animation.cs file.

Updated on our end, can confirm that the bad case of face melting that my character suffered is gone ! Thanks guys 🙂

Good to hear! Thanks for letting us know!