flyovergames's Forum Posts

  • 15 posts
  • ijust8, I checked in a fix for the morph positions.

  • ijust8, can you send me a link to the source for your test case?

  • I've checked in a few changes to the plugin that should help with some of these issues. The runtime still doesn't support all the features of the latest version of Spine. I'll see if I can get the official TypeScript runtime from Esoteric working with the plugin.

  • I've updated the plugin to fix some of the Spine export format changes. I'm still working on transform and path constraints.

  • If all the Avatar skins are defined in the Spine project, then yes, you would only need to change the skin name.

    If you wanted to swap out individual pieces on the Avatar, to mix and match, you would probably want to create a single template skin in the Spine project to define the template attachments, then use some kind of map to convert the template attachment name to the avatar attachment name. This could be done as part of the rendering for each attachment.

  • You can open a new issue in the github project and attach files.

  • These can be found in the Spine project under the Skin and Animation tree items. If there is only one skin, you can leave the skin parameter empty or use "default".

  • I've checked in some fixes for 1, 2, and 4. Still looking at the 2D renderer.

    Please log any new issues in the github project.

  • Thanks for the feedback.

    justifun I scale the Spine object based on the scale of the bounding box in relation to the Spine JSON width and height. This will be more obvious once I figure out how to render a preview of the Spine object in the editor.

    Android-Music Can you point me to an example in another plugin of how you would like the custom pivot point to work?

  • It's more like your second example.

    Although, if the plugin did support blending between two poses over time, you would (most likely) want them to be in sync over the amount of time they were blending. You would sync the two animations by using dst_anim.SetTime(src_anim.GetTime()).

  • [quote:1haaqdx7]btw: i made a little spine logo for the plugin icon

    Thanks! I've added it to the project.

  • [quote:39na4p0c]For colissions does the plug in base them on the shape of the images? Or can it look up the colissions boxes feature of spine?

    I haven't added support for collisions yet. When I do, I'll try to add support for both simple collision boxes for region attachments as well as boundingbox attachments.

    [quote:39na4p0c]Small bug found: When using the "set next skin" action at run time, it cycles to a blank one before wrapping around back to the first one again.

    The SetPrevSkin and SetNextSkin functions will iterate through all the skins, including the default skin. The default skin in the goblins-mesh project is mostly empty, except for a shield, spear, etc.

    [quote:39na4p0c]When using "set next anim", or "set anim" it seems to start midway into the animation, instead of at the beginning of it.

    The SetAnim, SetPrevAnim and SetNextAnim functions do not modify the pose time. This is by design, so you can transition to the same point in an animation without popping to the beginning. For example, switching from walk to run. The functions will, however, wrap the time into the range of the new animation. If you want to start the next animation at the beginning, simply call SetTime(0).

  • Thanks for the feedback everyone; and for the donation

    I've added some basic functionality to the plugin.

    Cnds::HasLooped - has animation looped

    Cnds::HasLoopedCount - has animation looped N times

    Acts::SetSkin - set skin key

    Acts::SetPrevSkin - set to previous skin

    Acts::SetNextSkin - set to next skin

    Acts::SetAnim - set animation key; resets loop count if different

    Acts::SetPrevAnim - set to previous animation; resets loop count

    Acts::SetNextAnim - set to next animation; resets loop count

    Acts::SetTime - set animation playback time

    Acts::SetRate - set animation playback rate (can be negative)

    Acts::ResetLoopCount - reset animation loop count

    Exps::GetTime - get animation playback time

    Exps::GetLength - get animation length

    Exps::GetRate - get animation playback rate

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  • github.com/flyover/spine-c2-plugin

    There's still a good amount of work to do integrating control with C2, but it's a start. It supports all spine attachment types on Canvas and WebGL, including IK and FFD.

  • Hello everyone!

  • 15 posts