[Plugin] - Spine plugin

  • Another little bug: When using "set next anim", or "set anim" it seems to start midway into the animation, instead of at the beginning of it.

  • btw: i made a little spine logo for the plugin icon

    https://dl.dropboxusercontent.com/u/403350/PluginIcon.ico

  • [quote:39na4p0c]For colissions does the plug in base them on the shape of the images? Or can it look up the colissions boxes feature of spine?

    I haven't added support for collisions yet. When I do, I'll try to add support for both simple collision boxes for region attachments as well as boundingbox attachments.

    [quote:39na4p0c]Small bug found: When using the "set next skin" action at run time, it cycles to a blank one before wrapping around back to the first one again.

    The SetPrevSkin and SetNextSkin functions will iterate through all the skins, including the default skin. The default skin in the goblins-mesh project is mostly empty, except for a shield, spear, etc.

    [quote:39na4p0c]When using "set next anim", or "set anim" it seems to start midway into the animation, instead of at the beginning of it.

    The SetAnim, SetPrevAnim and SetNextAnim functions do not modify the pose time. This is by design, so you can transition to the same point in an animation without popping to the beginning. For example, switching from walk to run. The functions will, however, wrap the time into the range of the new animation. If you want to start the next animation at the beginning, simply call SetTime(0).

  • [quote:1haaqdx7]btw: i made a little spine logo for the plugin icon

    Thanks! I've added it to the project.

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  • [quote:189ye5h8]The SetAnim, SetPrevAnim and SetNextAnim functions do not modify the pose time. This is by design, so you can transition to the same point in an animation without popping to the beginning. For example, switching from walk to run.

    I don't quite understand this part. Is this for blending between animations over a time ?

    Or is it more like..... If you are 10 frames into a walk animation and the right foot is just touching the ground. Then you switch to a run animation where the foot down pose might also be at frame 10, then when you switch animations it will line up closes to the walk animation?

  • It's more like your second example.

    Although, if the plugin did support blending between two poses over time, you would (most likely) want them to be in sync over the amount of time they were blending. You would sync the two animations by using dst_anim.SetTime(src_anim.GetTime()).

  • flyovergames@

    Great Plugin, keep up the good work.

    (I'm halfway through my latest game using this !)

  • flyovergames

    I noticed that when a spine plugin object is being created using the "Create object" action, that the initial size of the spine object is very small, and there is no "set size" action like a regular sprite object. Would be possible to add that in please?

    thanks

    -Justifun

  • I found that by editting the edittime.js file and un-commenting the following lines at the top

    | pf_position_aces

    | pf_size_aces

    | pf_angle_aces

    | pf_appearance_aces

    | pf_zorder_aces

    | pf_effects

    allows for more of the default construct actions to be functional again like setting sizes etc.

  • +1 feature request - custom pivot point that could be manipulated in real time! Of course if that's possible! BIGGEST RESPECT TO FLYOVERGAMES!!! And thanks, Justifun, for those findings!

  • Thanks for the feedback.

    justifun I scale the Spine object based on the scale of the bounding box in relation to the Spine JSON width and height. This will be more obvious once I figure out how to render a preview of the Spine object in the editor.

    Android-Music Can you point me to an example in another plugin of how you would like the custom pivot point to work?

  • Try using sine behaviour with rotation on the spine object and you'll understand what am I talking about

  • Does the plugin support things like scaling Spine objects yet ?

    Edit : answer to self : I tried the pluing with the example given in it, and "set size" works already better than Spriter plugin, mostly because Spine makes 1 object instead of many. It seems we found our savior ! Thanks.

  • https://cdn.rawgit.com/flyover/spine-c2 ... index.html that demo looks sick <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    i always liked spine better then spriter pro ... which was way to overrated and complicated... and was creating a huge lag in its editor .. back when i was checking for a animations software

    why i cant remember this from 2013 ....

    to bad that doesn't allow to play frame by frame on custom controls... only allows u to set the rate speed of animation and change skin or animation in the json... u dont have that much of control over the images as with spriter pro .. its faster though loading that json animations .. for background effects ... trees moving etc ... will drop a lot of image information's <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> that needs to be preloaded awesome ... anyway both spriter and spine are awesome .. ... but for now im stuck at photoshop

  • Hello !

    The plugin is working very well this is awesome.

    I prefer much more Spine than Spriter to animate, it is way more professionnal and efficient. For example in Spriter you can't edit the settings of several curves, you have to do every single one click by click, such a pain.

    However the plugin is working, it is quite limited, that would be really great to have a feature that understand the playback framerate from spine and the interpolation or stepped options.

    And also it seems that the ratio of the original sprite in spine is not respected after the import ? or maybe it needs a square frame in spine ?

    EDIT : I solved the ratio issue by creating a transparent square behind my character in spine

    I would love a feature to change the interpolation in construct 2 of the spine !! that would be perfect then

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