nikelarteta

  • Aug 6, 2020
  • Joined Jul 25, 2014
  • Thank you Harald for quick fix! Work as expected with new update.

  • Hi I'm using Unity 2019.3.7f1 with Spine Runtime 3.8.

    I use SkeletonGraphic with Multiple CanvasRenderer enable. But when I'm trying to disable the gameobject which has Component SkeletonGraphic and Multiple CanvasRenderer enable in Inspector, it's still available in scene. I need to turn off the Multiple CanvasRenderer checkbox before disable the gameobject.

    But I cannot find how to do this in script.



    Any help would be much appreciated.
    Thank you.

  • It works like a charm! Thanks for your supports. Cheers!

  • Hi there, I'm using cocos2d-x 2.2.3 with lasted spine runtime. My project has one character called Nik runs some animations. If the first animation is running and I want to force stop it then make Nik running the second animation, the problem is Nik will run the second animation with the image is stopped at the first animation.

    For an example, in the first animation, Nik throws a grenade and his hand will change from open to close. Then I make Nik running the second animation called "walk" with his closing hand. But if when Nik's hand still open, I force stop his first animation by using 'clearTracks()' method and run the second animation. The problem occurs Nik walks with openning hand. I know it caused by the 'clearTracks()' method. Is there any way to make an animation stop and remove successfully before running another animations?

    Any help would be appreciated! 🙂

  • :yes: Very nice Pharan. It helps me a lots. Great job. 🙂

  • :yes: Very nice Pharan. It helps me a lots. Great job. 🙂

  • OMG! Finally solved my problem. I've checked in the 'Premultiply Alpha' also as you told, but now when I uncheck it, my exports no longer have the black borders around the images. Do you remember wrong or this is a bug you've found before in this version? I think you should take a look. :think:

    Anyway, very thanks for your help. :happy: :clap:

  • Hi, I have a similar question.
    I have four animations A, B, C, D. I want them run like A(3s)->B(5s)->C->D(loop).
    I want D will loop like that It pause in 3s then runs again but I don't know how to make it runs like that. If I use:

    skeletonAnim->setPosition(ccp(240, 10));
        skeletonAnim->setAnimation(0, "A", true);
        skeletonAnim->addAnimation(0, "B", true, 3);
        skeletonAnim->addAnimation(0, "C", false, 5);
        skeletonAnim->addAnimation(0, "D", true);
    

    It just runs like "A"(loop for 3s) then runs "B"(loop for 5s) then runs "C" and wait for 5s then loop "D" without 3s delay between a loop.

    Any help would be appreciated :clap:

  • @Shiu: Awh! I'm using the one that packed with cocos2d-x so that's the reason why the spine exporting files in the sample project runs but the one I exported do not. Thank you very much. I'll update the runtime right now.

    Great job.

  • I am not sure what forum to put this in. I have looked through the forum to see if I could find and answer to this but most of the posts on this topic refer to the json export. Sorry if I post this thread in wrong place.

    I'm using Spine 1.9.07 Essential and Cocos2d-x 2.2.3. I use Spine to export 3 files: "seller.json", "seller.atlas", "seller.png" and then put them in the Resource of my cocos2d-x project. The cocos2d-x tells me that there is something wrong with my atlas and json file. But when I use the Spine exporting files in the sample project of cocos2d-x (placed in TestCpp/SpineTest) It works normally. So I think that must be something wrong with my exporting section. But I don't know exactly what to do.

    Here are some screenshot about my exporting.

    Any help would be appreciated! 🙂