Thanks Shiu ! :yes: we added this skeleton.setSlotsToSetupPose() and it works fine now :whew:
Andrei

- 21 juil. 2014
- Inscrit 27 mars 2014
Hey Shiu,
thanks for the quick answer, well as you could see on the struck pose animation the skins aren't active as on the walk animation and also on setup mode the images are all hidden, that means no skins on, so as far as I know for struck pose there is only one image available with key on, so what am I missing ? why isn't working ?
should I tell the dev to use skeleton.setSlotsToSetupPose() ? or it's a command inside spine ?
thanks again :yes:
- Modifié
Hi guys,
I'm having some problems with the animations, the struck poses appear on top of the animations in the game, the devs says it might be because of the skins, could you give me some tips to fix this ? thanks
Ok, sounds good to me ! thanks for the quick reply Nate :yes:
- Modifié
Hei guys,
I was wondering if there's a way to export some of the animations as GIFs with a fix dimension ? Maybe this could work if I use a transparent image/rectangle in the back of my animations ? I need the GIFs to be 400×300 for this, maybe there is some option and I missed it ? thanks
Thanks Shiu !! I'm glad that you like them
Thanks for the responses ! Well I can't use the same skeleton cause they have different structure, I'll use the skins for the female versions and for this if it works then I'll import the skeletons in one project and probably export them in one texture atlas.
I've attached a few examples from the carrying animations so you could get an idea about what I was talking. We've other animations cry, struck poses and also bigger and smaller ants, so pretty various, these animations are from the basic ants. ( they will be much more smaller in the game, but you can get the idea. )
- Modifié
Hello
Does anyone know if there is a way I can merge two files together ? The developer thinks that having 3 files will make the game slower.
At the end I'll have like 10 characters on every file, 3 files because we have 3 views, so is there any chance I can combine them into one file ?
My apologies if this was already discussed, thanks !
Thanks for the tips Nate ! I've decided to simplify the characters animations because they will be really small, so I'm only exporting hands, legs, head, body, no R_upper_hand or lower parts or other details like eyes ,eyebrows ... and this should make things go faster.
On the other hand, code... not really good with that, I'm just the artist
And about the last part how is that possible ? will be all connected to the root bone ? could I export after this the views separately ? having multiples skeletons in a single project will be great, so I can have at least one character from all views in the same project.
Btw, I've exported the first character ( which was illustrated ) as a .gif at 24 fps, just to show some progress to the team, but the speed is slower then the actual animation, any idea why ? maybe it's Safari's folt, or the size is to big ? I would have uploaded the gifs, but I think the upload attachment button doesn't work for me. :think:
Update.
I figured it out, sorry my mistake, gifs are fine I've changed the playback settings in the program, ups.
Multiple skeletons yes !! This helps, I could just duplicate the skeleton and then adjust it for the rest of the characters, great, thanks again !
- Modifié
Hei guys,
I'm working on a mobile game that has different types of characters and I was looking for some suggestion on how to approach this better, I just bought Spine Professional, so any tips are welcome.
I've 10 types on different characters, 4 of them are basic and 6 have super powers:
-every character has 3 views: side, front and back
-every view has 4 animations: walk, struck, run crying, run happy with object in hands.
-on top of this around 4 of the characters have female versions.So, I was looking for some suggestions to start this, how I can simplify this :nerd: , I figured out that I could use the skins for the female versions, I don't think the skins will help me with other characters although, because they have different skeletons and proportions, around 3-4 of them have kind of have the same skeleton.
Thanks, hope to get some tips :rofl: