W
woood

  • 9 мар 2015
  • Регистрация: 23 мая 2014

    sure, now when I know what could happen I will trim my images before adding to spine.

    Yes, this images are assigned to meshes.

    TexturePacker have free version, but it has limitations, if you are using pro features it will make 2 random sprites red.

    You gave right direction to my thoughts.
    I was not using atlas generation inside spine, I was using Texture Packer utility for atlas generation.

    The problem was that I had trim option turned on, it was changing size of the texture so it was looking like is was scaled.

    Thank you for your help.

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    hi,

    I have a character that looks very good in spine editor, but after importing to the game image becomes incorrectly scaled.
    See attached project.

    Could someone help me to find out what is wrong.

    hi, I am sorry for being annoying. But is it possible to have meshes and smooth transition between animations at the same time? I am using starling.

    woood написал

    It seems that once meshes start working correctly smooth transitions between animations disappear (setMixByName fucntion) . Is this as it should be?

    May I get an answer?

    It seems that once meshes start working correctly smooth transitions between animations disappear (setMixByName fucntion) . Is this as it should be?

    Works great. But I have another animation that throws an error. Could you help me again. (If weapon is invisible, it is most likely ok, I`ll ask artist to check it.)

    https://dl.dropboxusercontent.com/u/702 ... Report.zip

    RangeError: Error #1125: The index 426 is out of range 393.
       at PolygonBatch/add()[C:\As3Projects\SpineReport\src\spine\starling\PolygonBatch.as:141]
       at spine.starling::SkeletonSprite/addToBatch()[C:\As3Projects\SpineReport\src\spine\starling\SkeletonSprite.as:166]
       at spine.starling::SkeletonSprite/renderMeshes()[C:\As3Projects\SpineReport\src\spine\starling\SkeletonSprite.as:94]
       at spine.starling::SkeletonSprite/render()[C:\As3Projects\SpineReport\src\spine\starling\SkeletonSprite.as:81]
       at starling.display::DisplayObjectContainer/render()[/Users/redge/Dropbox/Development/starling/starling/src/starling/display/DisplayObjectContainer.as:355]
       at starling.display::Sprite/render()[/Users/redge/Dropbox/Development/starling/starling/src/starling/display/Sprite.as:230]
       at starling.display::DisplayObjectContainer/render()[/Users/redge/Dropbox/Development/starling/starling/src/starling/display/DisplayObjectContainer.as:355]
       at starling.core::Starling/render()[/Users/redge/Dropbox/Development/starling/starling/src/starling/core/Starling.as:502]
       at starling.core::Starling/nextFrame()[/Users/redge/Dropbox/Development/starling/starling/src/starling/core/Starling.as:457]
       at starling.core::Starling/onEnterFrame()[/Users/redge/Dropbox/Development/starling/starling/src/starling/core/Starling.as:660]

    Thank you for the reply. Do you mean that meshes will be not available for both native flash rendering and Starling/Stage3d, or it will be available for Starling?

    Hello! I am using spine 1.8.36 with as3 runtime from May 23. Git latest commit cf41610f8a.

    I have problems with as3 runtime

    in FfdTimeline.as

       frameVertices = new Vector.<Number>(frameCount, true);

    I thing should be

       frameVertices = new Vector.<Vector.<Number>>(frameCount, true);

    in MeshAttachment.as

       var i:int, n:int = uvs.length;
       if (!uvs || uvs.length != n) uvs = new Vector.<Number>(n, true);

    I thing should be

       var i:int, n:int = regionUVs.length;
       if (!uvs || uvs.length != n) uvs = new Vector.<Number>(n, true);

    I also have a problem with displaying the character in flash

    Here's my project
    https://dl.dropboxusercontent.com/u/70263115/SpineReport.zip
    Could you please help me


    Can I get some reply? At least "We will help you later" would be good too

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