Hi Mikal,
Stumbled upon this, looks very promising. I've had Spine for quite some time now but never really had the chance to use it yet. I've also just recently started messing around with Construct as well, so apologies if my questions seem uninformed.
In this particular post regarding SpineBBoxGetPoly with mesh for collisions, am I correct in assuming that you can have multiple bounding boxes?
In my one of my experiments, I have a platformer that has a sprite pinned on it. The sprite has image points that dictate the position of the hitboxes, while the Collision polys act as the hurtbox. This works, but is quite tedious for bigger projects given that there's no way to import points. Also, there seems to be no way to display collision polygons. I could make use again of the image points, but again, that's quite tedious.
So now with your Spine plugin, I was wondering if:
(1) I could use multiple bounding boxes, one for hit, one for hurt
(2) It appears I can also key and animate bounding boxes in Spine. If so, then perhaps I can skip using the Sprite object altogether even when doing frame by frame animations, and have it use the same system for hit and hurt (instead of the Sprite + Image Points). If this is possible, would it have performance issues?
Add SpineBBoxGetPoly expression returns poly points in JSON format of named slot/bounding box attachment. Use with C3 Spine Mesh to create a very accurate Bounding Box in C3.
SpineBBoxGetPoly expression returns poly points in JSON format array of named slot/bounding box attachment. Use C3 JSON object to parse and use points. The points are returned in top level JSON array [x0,y0, x1, y1,…]