• Editor
  • some doubt about the tool

We found this tool from cocos2d-x community just yesterday. It's a great tool to implement character animations. We are using cocosbuilder before and now we are considering Spine for instead.

After a glance, the tool is very attractive. But I didn't see the runtime carefully, and cocos2d-x support is just added in days. So not very much example to explore.

We are developing a game that characters can equip variety equipments and the look will change in the runtime of course. And some times, the equipment may not so simple as only one piece of picture. Simply we want make weapon node get attached to solt called "weapon" in the runtime. I can image that there should be some code to manage solt with cocos2d-x node, that is acceptable.

So, is this feature possible for spine?

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If I understand, you want to place a cocos2d node in a slot on a Spine skeleton? This isn't supported out of the box, as images in slots are RegionAttachments and may not be a rectangle. However, at runtime you can easily get the world position of a bone or an image, then you can position a cocos2d node as you wish (including rotation and uniform scale). This is the easiest solution. Likely you would draw the node on top of the CCSkeleton, so with this approach it wouldn't be possible to draw the node in front of some slot images and behind others.

If you need draw order support, your skeleton renderer (likely based from CCSkeleton) can be made smart enough to draw a cocos2d node at the right time. You could optionally make a special RegionAttachment that has the node instead of a texture region, then you could treat your cocos2d node just as any other attachment.

The cocos2d runtime is flexible and tries not to limit the different ways it can be used. I hope that helps! Let me know if you'd like more explanation for customizing the runtime.

Thanks for replying this. That's what I want to know.