Nate

The UE runtime got pushed by v3 taking unexpectedly long. :( v3 needed to happen first since it affects so much how the runtimes work. UE is still very important for us. Once we are freed up from v3 issues and updating runtimes we will get the basics working in UE (rendering animated skeletons), then add more features over time (interaction with the scene graph, similar to spine-unity). Sorry for the delay!

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Oops, sorry I somehow didn't see your post at first, lluks. The state of the runtimes will often fall slightly behind the editor as new features are added. We do this so we can get editor features to users ASAP, as not everyone needs to use the runtimes or they want to use the new editor features and are fine with waiting for the runtimes. As with updating any project dependency, a myriad of things can go wrong and this can be disruptive to a project. I'm sorry it wasn't clear that v3 is a large update and that the runtimes are slightly behind. You can freeze your Spine version to control when it updates, and you are of course in control of when you pull in the latest runtimes code. In case you need to go back to an older version of your project, when you save a copy of your project file is created in your Spine backup folder which is accessible through a button in the Settings dialog.

Your export problem is very strange. Maybe you could email the project file and images so we can reproduce the problem? contact@esotericsoftware.com Please include a link to this post so we have context.

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lluks, is it possible that all the attachments that are not being packed have a path set? That seems to be the bug, will be fixed in 3.0.05.
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Nate

Nate
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puzzler

Nate, any changes for my "loading bug"?
puzzler
  • Posts: 108

Erika

Don't know if it had been posted yet, but there's still a bug that forces me to close spine and reopen it in order to load a skeleton exported via photoshop script. (all the pieces end up in the same place instead of having their correct disposition). Also at some point if I'm moving the bones or the origin some points of a mesh stay in the same place deforming everything instead of moving with the root.
Both problems vanish after restarting but they're happening quite often and it's getting a little bit annoying.
Btw new scale system is definitely better! I can't wait for the new stuff to be implemented (: excited

EDIT:
Here I recorded a video of the root bug:
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Erika

Erikari
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hwadock

Finally !! I am able to make this. :D
Thanks spine 3.0!!! :beer:
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hwadock
  • Posts: 72

Søren

Very cool Hwadock! :)

I know the question "how did you do it?" will be asked.
So here is a Spine project you guys can take a look at to see how to do it.
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Søren

Shiu
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effectic

Hello. One important question. If i used v.2.1.27 before. Can i switch to 3.0.05 within a one project? Does Unity SDK supports older versions?
For example my game already contain few characters made in 2.1.27. If i update to 3.0.05 and make few character animation in new version. Will i have problem with the old animation in my game with new SDK?
I hope i clearly described. Thanks in advance.
UDTech
Character animations & Motion Graphics
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effectic
  • Posts: 10

BinaryCats

Shiu wrote:Very cool Hwadock! :)

I know the question "how did you do it?" will be asked.
So here is a Spine project you guys can take a look at to see how to do it.
how could you not do that in <3?


---
artist confirmed it was magic


this 3.0 stuff confuses me :x :x
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BinaryCats
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Pharan

@effectic:
v3.0 runtimes will ignore flipX and flipY and won't be backwards compatible with inherited local-axis scaling.
If you used non-uniform scale before, you may need to adjust your animations. But it's also possible that they look just fine. (I used to use non-uniform scale at really tiny amounts just to warp sprites a little.)
If you used bone flipX and flipY, you DEFINITELY need to switch your animations to using negative scale and re-export.

If you DIDN'T use non-uniform scaling on non-terminal bones, or flipX or flipY, everything should work normally.

@BinaryCats
It was one of the first things I tested when I first got Spine.
You definitely couldn't do that before.
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Pharan
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Nate

hwadock, that is mesmerizing!

puzzler, no not yet. Sorry, there are a lot of things going on and since your Spine is working, it's lower priority. I do realize it's annoying though and we'll get to it. :)

Erikari, wow that is a strange problem! Can you email a project that shows any of the problems you are experiencing? contact@esotericsoftware.com We need to be able to reproduce the problems so we can fix them, so anything you can do to help with that would be great.

BinaryCats, you could rotate bones before v3, but v3's nonuniform scale allows you to squish child bones along the parent bone axis. This means when the child bone it rotated, it's tip will trace an ellipse rather than a circle. When you attach images, they are squished in the same way. This enables things like hwadock's cool effect (the fireballs are moving in an elliptical path) or squishing a rotating image to give it perspective.
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Nate

Nate
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kxs

@Nate, it't still impossible to edit scale factor and rotate manually. The editboxes sometimes mess entered values.
Spine v.3.0.07
kxs
  • Posts: 36

Fran90

Hi, I have a problem with the installation of the last spine version (3.0.07) I don't know what to do, because every time An unexpected error message appears after the download. Can you help me, please? Thanks a lot!!
Fran90
  • Posts: 3

Nate

kxs, we're working on that. If you choose Local axes it should work better.

Fran90, please see this thread: Spine 3.0.05 -> 3.0.07 update fails.
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Nate

Nate
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puzzler

Nate, why Spine loading is so slow? I have Photoshop, Visual Studio and other software - loads in 1-2 seconds ... Spine takes about 10 seconds to load, why?
puzzler
  • Posts: 108

Nate

v3 loads pretty fast. It's doing... stuff.
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Nate

Nate
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Fran90

Nate wrote:kxs, we're working on that. If you choose Local axes it should work better.

Fran90, please see this thread: http://esotericsoftware.com/forum/Spine-3-0-05-3-0-07-update-fails-5722
thanks :)
Fran90
  • Posts: 3

obidobi

Nate wrote:I admit I haven't investigated polygon packing yet. Of course it's possible and I would definitely like to have it.
I found this MIT licensed project last week that does polygon packing.
https://github.com/Jack000/SVGnest

The only problem is that it's written in in javascript and not java :(
obidobi
  • Posts: 1

Nate

That is pretty neat! Handles even more complex cases, since we are all convex and aren't SVG (no curves).
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Nate

Nate
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sevdanski

I think I have the same problem as puzzler. I updated to to V3 today and every time I launch it downloads the latest build - v3.0.0.8.

I've tried manually setting the version rather than having it on "latest" but there was no change.
sevdanski
  • Posts: 1

majzim

Shiu wrote:Very cool Hwadock! :)

I know the question "how did you do it?" will be asked.
So here is a Spine project you guys can take a look at to see how to do it.
I opened the spine project but i still dont get how you skewed the image in spine? :think:
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majzim
  • Posts: 29

24andahalf

majzim wrote:I opened the spine project but i still dont get how you skewed the image in spine? :think:
Change the scale of the parent bone. then when you rotate the child bone the image appears to be skewed.

Oh man this is so cooooool! We did something similar in a project last Spring but it took so much more work to get an effect that didn't look this slick. I'm likin this 3.0 so far :)
Your pal and mine.
24
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24andahalf
  • Posts: 18

kwarn41

i work with the 2.1.27 for an html5 project. Can i update to the 3.0.7 ? the html5 runtime is ok for this new version ?
kwarn41
  • Posts: 23

Pharan

Not yet. Only libGDX is updated to 3.0 right now.
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Pharan
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levallee

i second the html5 runtime update !!
levallee
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Erika

Hello guys, how many of you did join the global game jam?
I'm jamming right now, a perfect time to discover bugs! lol.

New bug I found:
I tried to set a bone with images and other bones attached to mirror it, when I try to pose it spine freaks out.
Video:
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Erika

Erikari
  • Posts: 3113

petar

but this is outrageous! why couldn't you leave the flipXY function for compatibility purposes!?! we are in the middle of game development and now all of our animations are screwed! we had to revert to 2.1.27 and we can't use the new stuff from v3! :bang:
petar
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