Adam

I'm just playing with the new fantastic draw order for skeletons in tree (awesome!!!)

I've noticed that the draw order is inverted (to the way I would expect it):
what is drawn on the top - is on the bottom in the tree.
what is drawn on the bottom - is on the top of the tree.

Is that how it was supposed to be?
I would kind of expect it the other way - inverted (top on top, bottom on bottom, like it's in Photoshop, Flash, AE...).

It's not a big deal, just wanted to point it out.
Mac OS X, Starling.
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Adam

Kickstarter 2 backer
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Pharan

Go back to your room, Adam.

:D
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Pharan
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Adam

Mac OS X, Starling.
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Adam

Kickstarter 2 backer
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Nate

1 week you said! Lies! :D

Fixed in 1.6.29. :)
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Nate

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DoobyDude

I got excited then - I thought this was a single DrawOrder tree for multiple skeletons, which would allow skeletons to go "in-between" each other while animating.

Are there any chances of that in future?

Cool feature though! :)

PS. Adam, I'm suprised you have time to do any work the amount of posts/ideas/requests you have on here lol! :D
DoobyDude
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Nate

Yeah, would like to be able to key skeleton draw order. Making this happen in the editor is easy, but drawing multiple skeletons at runtime is not controlled by Spine. Another issue is where to store the skeleton draw order keys, since it is sort of outside of an animation for an individual skeleton. Maybe we need some sort of container that has a number of skeletons and can run animations...
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Nate

Nate
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DoobyDude

Now that sounds like an awesome plan! :)

A container object that can have multiple skeletons and a shared (keyable) draw order to allow all slots to go in front/behind/in between each other (ie an octopus whose arms could go in front of and behind other skeletons at the same time, or in-between the legs of other skeletons).....maybe something for Kickstarter #2 ;)

Having something like that would be a godsend as it would negate the issue of having to do all this "slot management" in code at runtime, and make it a breeze for the animators to do complex multi-skeleton interactions inside the editor ready to played in-game easily with the "container" you mention.

It would also bring Spine closer in line with other non-gaming "animation only" software, meaning it might even open up a whole new market of users for you guys, and if anyone deserves as much financial success as possible it's you guys!
DoobyDude
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Nate

Oh, I think I misunderstood your initial question. Keying skeleton draw order requires a container. It's probably best to keep skeleton draw order within the skeleton. I'm not sure how to best solve your octopus example. If the arms were a separate skeleton attached to the octopus head skeleton, the arms skeleton would use the draw order of the octopus head skeleton, so even that wouldn't help. :S
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Nate

Nate
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