IndieDragon

  • 5 мар 2015
  • Регистрация: 2 мар 2013

    Hi spine community!

    I am working with a collection of characters:

    They have the same base body shape but different "hats" and weapon styles. A lot of the animations could be shared between characters and similar weapons could share animations as well. In other words each character will have some animations unique to that character... One massive spine file would quickly become unusable. I'm trying to think of a way to save time and I can think of 2 options:

    1.) Create a "base" spine file and then copy the spine file for each new character. This takes quite a bit of time to re-attach assets and they won't inherit any future changes to the base spine file.

    2.) Create a couple different spine files with different skins ONLY if the character shares the same setup. Ex: Spine_melee

    Does anyone have any other suggestion? THANKS!!

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    Hi All,

    I was searching the forums and tutorials for any way to animate the vertices for a bounding box attachment and there doesn't seem to be a way. Is that correct?

    An example use case would be to create an "attack box" area on the skeleton that will do damage if it collides with another object, but have the attack box update based on the the animation (change shape). I see you can scale/translate the bounding box, but not change its polygonal shape.

    I wanted to make sure I wasn't missing something before trying other workarounds/dumbing down the hit boxes. Thanks!

    +1 to that, we would love to see V3 support as well.

    Yes! That's awesome, thanks for the update. I'm sure all cocos2d devs will benefit from that greatly.

    We want to be able to use the standard cocos2d file naming convention with the -hd, -ipad, etc. suffixes so in code we simply give CCSkeletonAnimation a json file name and atlas file name and it'll choose the right atlas based on the device currently in use.

    Previously the atlas files were named with the scale in the filename and was easy to convert using a simple script (i.e. chompchen0.4-1.atlas -> chompchen-hd.atlas). It also worked well because the atlas file pointed to the right png file so the renaming was all that was needed. Now it seems as if we'll need to rename every file for each exported scale as well as modify the atlas contents to point to the newly renamed png file.

    Do you have any suggestions for a better way to achieve our goal?

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     Loading Image

    It seems like the way that spine exports now has changed - adding folders now for different scales with non-unique atlas names. Is there any way to not do it this way? It doesn't really fit our workflow.

    v3 is quite a refactor from v2 with class name changes and common imports. I've gone through and addressed the compilation errors with the v3 update locally, but I've noticed a lot of weird behavior so there were probably some key updates that cocos2d made with their logic. For example, some attachments would not load and opacity is now based on 0.0f-1.0f (not 255.0). I think there will have to be some first class support to update the runtime to work normally with v3.

    I would also like to know if this is on the roadmap.

    Thanks

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    Hi there, I am new to events... I understand the concept but I haven't been able to find a tutorial anywhere.

    How does one implement an event?

    Thank you.

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    Is this possible? I've been scouring but I haven't found anything. There is only one animation in my project that I want ghosting on.

    Thanks!

    Thanks for the quick response. I'm still wrapping my head around how the runtime works with BoneData and applying animations so I wasn't quite clear about how to execute what you suggested. I'll be reading up on the available documentation to get a better understanding and revisiting this issue, but in the meantime I've been able to get the results I wanted by manually adjusting the torso rotation in the update method.

    Congrats on getting married, btw!

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    I'm wondering if anyone has ever altered any bones programmatically, then tried to mix that state into another animation smoothly.

    Our specific example is this:
    We're programmatically rotating the torso of our spine model based on player input like so (cocos2d):

    Bone *upperTorso = [hero findBone:@"torso_upper"];
    upperTorso->data->rotation = TO_DEG(angle);
    [
    hero setToSetupPose];

    And it works, as you can see in this image: http://imgur.com/MwYqisi

    However, when we want to animate out of this state into another animation, the torso snaps back into place instead of tweening to the keyed rotation of the animation. I've tried to call addAnimationState and setMixFrom:to:duration: after setToSetupPose, but that doesn't seem to do the trick.

    Does anyone know how this might be achieved?

    Great! Yeah, it would be awesome to be able to leverage a native iOS framework with skeletal animation. I agree with the cross platform argument of why cocos2d will stick around, but I could definitely see a high adoption rate of Sprite Kit over cocos2d on the iOS side. However it pans out, I think it's a runtime that will definitely be an important tool to have so I threw the question out there. Looking forward to the future!