• Editor
  • joystick bones?

Related Discussions
...

You can do some of the things in the video, but not all of them of course, what you want to use is Transform Constraints - Spine User Guide
there's a video at the bottom of the page that explains how they work and how to use them.
Here's what one of our users did in Spine: How to make a zombie
Here's also a project you can download, if you move the neck the rest of the face will follow. Europeana GIF contest
If you're looking for something different/more specific let me know (:

Erikari a écrit

You can do some of the things in the video, but not all of them of course, what you want to use is Transform Constraints - Spine User Guide
there's a video at the bottom of the page that explains how they work and how to use them.
Here's what one of our users did in Spine: esotericsoftware.com/forum/How-to-make-a-zombie-8395?p=43152
Here's also a project you can download, if you move the neck the rest of the face will follow. Europeana GIF contest
If you're looking for something different/more specific let me know (:

Ok thank i will take a look.

The main concept is to use weights so when a bone moves it deforms a mesh. You can use a transform constraint so the controlling bone is to the side of the skeleton. These videos have some neat examples:
Zodiac Orcanon Odyssey, ep 01.
Scroll down there to see how a mesh is weighted.

thank you @Erikari && @[supprimé]
It was difficult because am start with your software, but I succeeded approximately to create a controller"joystick like".
However, at the moment of testing, there seems to be an interpretation bug in the Runtimes about mesh.
Mesh seems to be getting crazy.

I have take a screen video to show you the bug, what i can do for fix this ?
The bug appear at
1:00min

thank

Nate a écrit

Do you mean, why do your texture atlas regions have purple lines? Probably you have checked Debug when creating your atlas.
Texture Packing - Spine User Guide: Settings

No i active manually the debug.
the problem is more visible on this print screen
at Left the idle ok, at right the idle but bugged vertice ?

following a advice on performance, I tried to minimize the vertices
There are only 14 for an acceptable rendering animation.

the vertices have BONES with a weight

and all vertices and hairBones are controlled by a MASTERCONTROLER like a joystick, for make the animation of the hair.
This is an experimental case.

I understand, thanks. Can you try loading your JSON and atlas using Skeleon Viewer?
Skeleton Viewer
If that works fine, it could be a problem with the runtime you are using. That is Pixi.js? The Pixi.js guys maintain the Spine runtime for that game toolkit. What is the latest Spine version Pixi.js supports?

Nate a écrit

I understand, thanks. Can you try loading your JSON and atlas using Skeleon Viewer?
Skeleton Viewer
If that works fine, it could be a problem with the runtime you are using. That is Pixi.js? The Pixi.js guys maintain the Spine runtime for that game toolkit. What is the latest Spine version Pixi.js supports?

pixi-spine: 1.4.0
spine pro: 3.6.52
pixi.js: 4.6.2

https://github.com/pixijs/pixi-spine/issues/218


work perfectly from skeleton-viewer

OK, looks like probably a Pixi.js issue since it's OK in Skeleton Viewer. We're still here to help, please post in this thread if the Pixi.js guys need anything!