• Runtimes
  • Construct 3 Spine runtime released

Getting there! If you want to send me the project I can take a look. You can DM me on twitter or on the Construct Community Discord (Mikal). I use sendgb.com to share project files usually.


Spine 4.0 beta test ongoing, you must export from Spine 4.0 (3.8 exports will not work.)

If you already have experience with Spine and the C3 plug-in, try it out. If you have not used the C3 plug-in before, I recommend staying with the current 3.8 version as the new 4.0 beta may have bugs.

4.0 beta:
https://github.com/gritsenko/c3_spine_plugin#spine-40x-compatible-addon-beta-version


Spine 4.1 support added. Yay! Sequence animation support!

Updated to add spine-ts 4.1.19 runtime, also added Load Files ACE

See updates here:
https://github.com/gritsenko/c3_spine_plugin


Release 2.5.0

Add zElevation standard property and ACEs.

https://github.com/gritsenko/c3_spine_plugin

Related Discussions
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un mois plus tard

first of all, great job!
Secondly, In JS runtime you can change any slot skins in runtime by creating new custom skin or even replacing the single slot.
( https://github.com/pixijs/spine/blob/master/examples/change_skin.md )

There is a way to do that in construct? (except from use the js sdk directly)

Case of use: a character with different skin and I would like to mix-and-match slots

5 mois plus tard

Interesting information

un an plus tard

Update to runtime 4.2 (physics, pixel mode)

Please review: gritsenko/c3_spine_pluginreleases/tag/2.9.0

Thanks to the donation, I sped up work on this.

Please test, I have not done much with physics myself, so I don't what additional ACEs (if any) are needed.

I did add the ACE Set physics mode w/ the default being 'update'

If you have a physics project to share, post a link here or send me a DM on Construct Community Discord server, so I can help further test.

Noticed one change needed in our work

@MikalDev i was able to access the skeleton json and just manually parse it, but thank you

anyway, if you or anyone else could help:

  1. i'm playing around with the mix and match sample spine project. can we dynamically create a spine object? i tried but it seems the skin isn't changing

  2. how do i resize a spine object (skin) so that the whole thing is within the bounding box? set size allows me to change the size, but it doesn't guarantee the whole skin is displayed and not cropped out

MikalDev

thank you, here's the link to the sample project file i'm trying to play around with: https://sendgb.com/sJzyiRp7vYN

basically, i'd like to be able to dynamically create a new spine object during runtime each with a different "skin" (example: backpack, bag, scarf, etc.) when i press A

i dragged 1 spine object in the editor and set the default skin to "accessories/backpack"

during runtime, when i press A, i create an object then create and set a custom skin "accessories/scarf", but somehow the new spine object created still has the original skin i set in the layout editor which is the backpack. i've also tried directly doing "set skin accessories/scarf" instead of creating a custom skin, got the same result.

    zmpq - answered in another thread (needed to wait until Spine object was loaded before operating on it.)

    @MikalDev
    oh wow thank you for this, finally got it working

    i still haven't completely figured out fixing the cropped image if the initial skin for a spine object is smaller than the skin set for a new dynamically created spine object

    kindly check if you don't mind: sendgb.com/JQ9lX5TnLAr

    thank you

    sorry for double posting in two forums, take a while for the mods to approve my post in the construct forum

    9 mois plus tard

    @MikalDev any hopes to get an update that fixes support for the playable ad C3 export? When you export as a single file with base64 assets, the plugin can load the PNG for Spine from the base64, but the .atlas and .json always 404 as the atlasURI and jsonURI are trying to look for the actual file itself instead of using the base64 string in self.c3_base64files.