Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

(uploader url)

(1 edit)

Sent. I managed to freeze the frame with the engine tools. This is achieved by separating the start by pressing, and playing on other triggers. But then there is a problem with the cancellation of the animation, and their alternation.

It seems that the json output is missing the time key.

For example, if you look at spineboy-pro.json
The time following the "run" item has keys up to 0.8 ("time": 0.8), and its status is recorded.

And this is the EndTime.

In the file you gave me,
The key recorded in "04_walk_spec" that you are trying to play is
"time":0.6667

and it looks like there are not enough keyframes.

(2 edits)

Yeah, okay.
Is this what you want to do?
(Test_spine.zip)

I understand the intent.

The two animations are not working together.
I will look into it.

They work. A solution in a set of global values. For each animation channel. Example below.

(1 edit)

Good time. I noticed that the animation channel with a superior id overlaps the previous channel. Is it possible to reset to the previous channel?

This will avoid separating the animation into different parts to run on two channels at the same time.

It is certainly conceivable that there may be times when you want to switch animations without animation completion.

Prepare an instruction that allows the animation to be changed without completion.

This was a point that I would not have noticed without actually working on the piece in depth.

Thanks for the report.

A new instruction has been added to clear the animation.

Here is a sample example of how it is applied.
http://ugken.com/ext/Spine/Test_spine.zip

It can be represented by a combination of "ClearAnimation" and "SetUpdate".

Within the framework of a single id, I can interrupt the animation. The question is the ability to switch id from 2 to 1. I don't find the tools for this.

At the moment, if id 2 is playing, then 1 is completely blocked.

That is indeed the case.

However, it is difficult to make special changes to the composite animation behavior for channel IDs because it is part of the SpineSDK specification.
(If the animations manipulate the same material, the latter ID's animation is stronger and overrides the former.)

I think it is appropriate to deal with this in the way events are organized.

(2 edits)

I'm trying to do this, and I'm writing this because I can't find the commands or tools to implement it. I see that there are SpineEvents, but I can't see how to operate on the id on the previous value.