SONIC3D

  • 23 июл
  • Регистрация: 24 мая 2014

    I found it is possible to export flip info in bone setup mode.

    ...
       "bones":[
          {
             "name":"root",
             "scaleX":0.562,
             "scaleY":0.562,
             "flipX":true,                 // like this example line
             "color":"5bff00ff"
          },
    ...
    

    But in SkeletonJson.c,function "spSkeletonJson_readSkeletonData",line 468,the bone data initialization logic,I think the flip setting is missed.(At least in official runtime repo revision 20141018,SHA1:df792f3d)
    I added following lines,and my problem solved:

    boneData->flipX = Json_getInt(boneMap, "flipX", 0);
    boneData->flipY = Json_getInt(boneMap, "flipY", 0);
    
    

    BTW:I think there is another missing line in Json.c,function "parse_value",line 272.
    The "item->type = Json_False;" is ok.But seems missing "item->valueInt = 0;" there compare to the logic of case 't'.
    Although the initialization of item->valueInt is 0.The missing line caused the purpose being a bit unclear....

    • Изменено

    Thanks Nate!
    It's great to hear that it's confirmed fixed.
    And thanks for the changelog url....I will check it before report other bugs later. =)

    This bug happens in 1.9.04 and cannot recreate in 1.9.07.
    Cannot find update log of 1.9.07 so I'm not sure if it's officially fixed or just interfered by other fixed.So I report it here for archive purpose.

    Content and readme file are provided in attachment.

    ====ReadMe content start====
    Bug description:
    Cannot select or delete exist event in keyframe.

    Environment:
    Spine Version 1.9.04(Maybe fixed in 1.9.07)

    How to recreate bug:
    1.Switch to Animation Mode
    2.Select animation track "aniAttack"
    3.Open dopesheet panel and scroll down to events
    4.Try to select event "eventAtkEmit1" or "eventHitPhase1End" and it will be failed.
    5.Try to delete these 2 event from Hierarchy panel and the program will crash.

    Note:
    Images in this project is removed intentionally.It's not relavant to this bug.
    ====ReadMe content end====

    🙂

    • Изменено

    Thanks Nate,and Pharan >😃

    I unchecked those 2 option and everything turned to be ok.
    But why strip white space would cause image edge aligned to the invisible mesh edge?Strip white space is ok but it will decrease the space usage rate in exported image and eventually caused more images to be generated.So if there is other way(or tricks) to avoid the edge distortion.Please tell me.

    Be direct,I still think it's a bug because the effect in creation time is different to final run-time.So please fix that Nate.But the priority may not need to be raised too much high.I expect IK pinning support in runtime would be on top of the WIP list.
    :yes: >😃

    Shiu написал

    I hope Nate will be able to take a look at it. If possible please send the Spine project along with your cocos2d-x code and we can take a look at it.

    Thanks Shiu,I will call animation artist to prepare a set of project files and exported file on Monday or Tuesday.
    :happy:


    Pharan написал

    Is it possible that you have whitespace stripping on?
    May we see your texture packer settings?

    :o
    I will post the export setting tomorrow or a day after.


    Hi,

    Here is the package to recreate the situation.
    10001_WeirdEdgeDistortion_caused_by_WeightEditing.zip
    Project file,readme file,exported data and export settings are packed in.
    *The upper body of the character in this project is removed intentionally. =)

    Hope it will be useful to identify the cause of this weird problem.
    :doh:

    • Изменено

    :sweat:
    Hi,Nate:

    Please check if it is a bug.It seriously affected the visual quality of the characters that contain parts created with mesh weight feature.

    Environment:
    Create and exported with the latest spine(1.9.x)
    Run in cocos2d-x 2.2.3 with latest spine runtime from your git.

    ScreenShots:
    Screen shot 1 is the work in spine editor.
     Loading Image

    Screen shot 2 is how it looks in cocos2d-x spine c runtime(runtime is up to date):
    You can see the edge is seriously affected by the mesh vertex.Even the other leg which is also used mesh weight but not shown in the first pic is distorted in its edge.
    It seems like the edge is cut along the mesh vertex.
     Loading Image

    If you need detail sample data,please reply to tell me or contact sonic3d[a.t]gmail.com.I will email the project to you as attachment.
    Thank you!

    Awesome feature!Thank you!

    Thanks,I will do that! 😃

    Hi,Shiu:

    Thanks for your excellent work on spine to make it become such a great animation creation toolkit.As a programmer,I traced the license security part of your program this morning(just for fun,don't worry,I have bought pro license last Monday >😃 ).The result really impressed me.I don't mean your program is not crackable I mean I really like its mechanism.Robust and integrated with update logic.Only the program content downloaded with valid license plus JVM byte code hacks could break it in some way. :yes:
    I suggest you make a little bit change for the license code storage.It's stored unencrypted in registry.I suggest you store it encoded.Because I cannot stop the animator take the code from registry and use it to register for another copy(Assume there is one animator seat in studio but the worker is floating sometime,which comes from different outsourcing company).So store it in an symmetric encoded way would be safer to license owner and won't affect your server get the real license code content.
    That's the first suggestion.

    And along with the trace result.I searched google for people that have done same thing like me.I found thread on CGPersia which I believe you already know what happens there as you made the reply posts.I don't wanna talk about crack itself.I wanna talk the license model.I found many guys says they cannot get the full feature tested in trial version.And many guys are more complain about the price is too high(And you replied with the efficient-cost formula for them).To me,I really not satisfied with the trial version experience.I recommend you consider about a rent-like license model.A cheaper but time limited full feature license.For example,15USD for use the pro license feature for 1 month.And 249USD for life time.This would lower the cost for those penniless indie developer to have the opportunity to use this awesome tool to finish there early project at the low cost.And it would bring you more users that have real practice experience on the full edition spine contrary to the trial edition which is useless to learn the whole workflow from content creation to applying to game program.

    That's all.Sorry for my terrible English.Hope you will get the key point.And hope you will keep surprising us with awesome feature in future.
    :party: