SoloChristian

  • 10 апр 2014
  • Регистрация: 25 ноя 2013

    Thank You for the nfo!

    Can I see a simple example script please. I'm not the greatest coder.

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    I just updated the C# and 2d tookit runtimes. Now My project has this error:

     The type or namespace name `EventTriggeredArgs' could not be found. Are you missing a using directive or an assembly reference?

    Any Ideas?

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    Was wonder if there is a example of spine working with a Character Controller or a Capsule Collider running the basics. Run, Jump, Walk Etc..

    Looking to see how changing the animation speed was coded and graceful animation transitions for the jump and landings.

    I sent you further NFO via email

    Sent you an email with example scene link

    I'm reading the json file and some random pieces are listed at Half of their size. So I'm guessing it is a json Export issue.

    Update Checked and verified that this is the case. Seems to make 32 X 32 when it messes up

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    I have been building the same avatar system for about a month now. I save copies of the entire Unity Project every so often. At some point after I updated the json file certain random sprites have changed size. Not sure if this is a spine, 2D toolkit or unity bug.

    Why is this? It should be pulling the image from the Atlas in 2D tookit, So I'm curious why it still needs the "VIKING/MALE/FACES/" part??

    And thanks for getting back to me so quick. 🙂

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    Avatar_V01_skeleton.json.txtI'm getting this error using Unity and 2D toolkit even though the Attachment does exist:

    Exception: Attachment not found: V_M_Face_Style_002_001, for slot: V_M_Face_Slot
    Spine.Skeleton.SetAttachment (System.String slotName, System.String attachmentName) (at Assets/Spine/spine-csharp/src/Skeleton.cs:200)

    Any Ideas cause I am stumped???

    Here is the code in my script:

    SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
    
    skeletonAnimation.skeleton.SetAttachment("V_M_Face_Slot",GLOBALZ.V_M_Faces[(GLOBALZ.CurrentVikingMaleFace-1)].ToString());

    Thanks 🙂

    Nate написал

    You use very strange, arbitrary capitalization. 🙂

    1) You use a TK2D atlas with spine-tk2d.

    2) You can create 20 skins. When you change skins, it uses the alternate attachments. See the skins video.

    3, 4, 5) GPUs have a max texture size. 4096x4096 is huge, eg an RGBA texture at that size takes 64MB of memory. A Spine atlas can have multiple pages, not sure about TK2D.

    Yes my Typing is Horrible at Best. 🙂 My concern is that complex Clothing systems wouldn't work with this method. One Character Type may have 14 different colored torsos for a jacket but he could have 50 different colored sleeves. Then another character type could have radically different numbers.

    So I would be making 10 of thousands of "Skin Nodes" for all the Possible combinations. After reading the docs again I think it may be possible to Make a Skin Node for each body part for each character type then override the attachment at runtime. But I'm not totally sure on that because I am still a bit lost on your commands in Unity.

    In the Skins Example you have the command to change the weapon. However the weapons are not in a Slot. What would be the Proper Unity command to do this if they were in a Slot called "GoblinWeapons"?

    Thanks Again 🙂

    Renaming in spawn could also update all linkages in Spine as well. If you currently rename an image being used in the file browser, It result in a broken Image link. If renaming were done in Spine then it could update all the nodes. Just a thought.

    On the goblin example there are no slots for the spear so I'm not sure how to change the code.

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