- Modifié
flipping an animation (spine-js runtime)
Hi,
I am using the spine-js runtime. The flipped skeleton looks great in the editor (by scaleX=-1 on the root bone) - but once loaded to the spine-js runtime it is distorted as some bones are misplaced or flipped incorrectly. I tried the same with the spineboy example and also had similar issues. Maybe it is something I am missing?
Thanks,
Mark
Screenshots would really help us help you
Also editor and runtime versions.
Attached screenshots of the editor and runtime.
Using the spine-js branch, editor version, Editor: 3.3.07
I had the same result with flipX = true.
I see that the inherit scale is checked on the bones. Nate - Is that what you meant?
Anyway - if it wasn't inheriting the scale, doesn't that mean I couldn't scale the animation properly at all?
There's an issue for this here [ts] skeleton.flipX does not work with PathConstraint. · #737 I'll take a look as soon as I'm done with spine-c 3.5.
OK, just saw you are using spine-js. We have deprecated that a few months ago in favor of our new spine-ts runtime (which is as easy to use from JavaScript as the old spine-js runtime). Please update to that, we no longer support spine-js I'm afraid.
Going back now to this issue.
Now i did the following (updated to spine-ts):
- Clone spine-ts (master)
- Open examples - spienboy - change root scale to -1 in setupmode (see screenshot)
- Export (.json, .atlas, .png) to spine-ts/canvas/example/assets
- Open the spine-ts project, running index.html of spine-ts/canvas/example/
- In editor everything runs correctly, on runtime it is broken. (see browser screenshot)
Editor:
Runtime (browser):
I used:
Spine editor: 3.4.59 Essential
Runtime spine-ts freshly cloned (master of 01.03)
Hrm, as the old programmer says "that should not happen". I've filed an issue and will check it out today. See [spine-ts] Flipping via scaleX doesn't work · #851 Thanks for reporting!
All fixed! As a bonus, Spine-ts canvas now also supports shearing and inherited non-uniform scale. Thanks for reporting!
edit: and alpha tinting is in (RGB still gets ignored, no way to properly composite with canvas)
Thanks a lot!