Hey @nicloay... just wanted to say thanks for the importer, works great so far! I'm not doing anything too tricky, but it all came in fantastic. If you name your animations correctly in Spine the mechanim clips link up perfectly to the 2D platform controller - pretty cool to see it all work so seamlessly.
collider

- 12 mars 2017
- Inscrit 26 janv. 2013
I'm sorry - I mean it scales the entire character - texture sheet and skeleton. I'm trying to do exactly what the OP wanted - scale just the skeleton in my code, and create separate packed texture sheets to fit:
iPad Retina = scale 1, texture sheet = 2048 x 2048 (create this size)
iPad = scale.5, texture sheet = 1024 x 1024
iPhone Retina = scale .5, texture sheet = 1024 x 1024
iPhone = scale .25, texture sheet = 512 x 512
I'm just not seeing a json or skeleton scale variable using the skeletonWithFile: setup method.Hey Nate - sorry to be thick, but how do you do this in objective-c (cocos2D)?
I'm loading my files like this:
CCSkeletonAnimation *animationNode = [CCSkeletonAnimation skeletonWithFile:@"hero03.json" atlasFile:@"hero03.atlas" scale:1];
The scale in this method scales both the skeleton and the texture atlas. How do I scale just the skeleton?Thanks for the quick response Shiu. Another problem ginz and I were having along the same lines was the bones with "inherit scale" checked off were coming into cc2d offset and rotated. Checked on it works fine. Hope this helps anyone else having these issues...
I think we'll have to wait on any changes to cc2d - Birkemose mentioned October for the next release, but I know he's very gung-ho about a dedicated implementation of Spine.- Modifié
The most recent file download just saves a file titled "mac", no extension. I tried .zip, .dmg, and .rar but none work. What extension to unpack (or do you need to re-upload?) Thanks - looks like you're really making progress!
Thanks, both of you! Just looking at the Goblin demo cleared it up for me, but the extra explanation helps (and I have a feeling this will help others). I should leave you guys alone now and just wait for the docs - just very fun to dive in and put it through its paces.
- Dans Looping
There are many times where I'll lay out a sequence and only want to use a piece of the sequence. I'm used to AE/FCP where it's no problem to set I/O, so having the start and end buttons and not actually being able to set them is a bit disconcerting. It's not a huge deal in the big scheme of things, but it would be nice to keep the loop points sticky between animations... I like to quickly play back a loop while I'm working on the others, say walk into run or rest into walk, to make sure things are moving correctly.
Thanks for the playback breakdown - all makes sense now... - Dans Looping
Love the key scaling... in most programs you hold shift to snap to frame (or snap to other features), but in frame based programs I think it makes more sense to hold down shift to do the sub-sampling. Nice job!
- Dans Looping
Great, thanks. Oh and thanks for the key scaling tip - works perfectly!
cool, thanks!
- Dans Looping
It's intended. As it is now, it will export all keys.
- Modifié
Adding an attachment creates a node under a slot with a puzzle piece icon. What is it used for? Thanks!
- Modifié
Another quick thing (that would make a world of difference).... I don't see a snapping mechanism. This would be super helpful for bone placement - if I want my thigh > leg > ankle > foot to all be 1 nice tidy chain. And definitely for image placement. As I add images to slots, it would be great if they matched maybe the first image if the bounds are the same, or centers if they are different (or some sort of user definable alignment system).Right now they seem to center on the bone for the first image, then world center for the rest.
- Dans Looping
- Modifié
- Dans Looping
Hi Shiu - I'm moving the looping topic I started at CC2D to here - seems a more reasonable place to discuss...
You can still loop even if you don't set start/end, then it will just look at the amount of keys you have in your animations. Just enable looping without setting the range. Also you don't need to remove a frame if you want perfect looping, only if you export to a sequence of images will you have to remove the last frame after export.
So... we are definitely on the same page about the looping thing - I'm understanding what the program does at this point. And I still strongly suggest the user be able to set loop points per animation. Just as a workflow thing it makes much more sense. Even on the simple shots I posted, the loops were different lengths - every time I switched to an animation, I had to reset the in and out, and every time I restarted the app I had to reset the in and out. I'm not able to test the output until I get a code after kickstarter (congrats btw!) but exporting all keys might not always be what I want. I'm assuming I can change this programaticly (is that even a word???), but again much better for a visual person (such as myself) to define it in Spine. So a default of all key export (like you have now) would be great, with a way to set in/out per animation if I choose to... Your current loop in/loop out buttons are perfect, they just need to be made "sticky".
As for my rotation example - it works the same whether you're outputting keys or frames. Your first and last frames will always be the same - they run twice creating a subtle hiccup. So the way to create a perfect loop is to move the timeline end 1 frame back. This works whether your frame ends at 10, 34, 100, whatever... The walk loop on the beaver I made is incorrect for this reason http://vimeo.com/collidernyc/beaver. You could move the keys one frame out, then move back and key the previous frame, then delete the last keys, but that's a pretty kludgy way to do it, and makes it hard to retime animation (if I move my now end keys, the math is off).
One more quick question, while we're on the subject of retiming... is there a way to scale (retime) multiple keys? In AE you select keys and hold down option. In Maya, you use the scale tool etc...