I am still working on that advanced Cocos2dx+Spine+Box2D (Psi) engine. If a forumite is interested, check this (11 days old) video:

I am trying to implement ragdoll logic, i.e. create joints for the animated character that will keep the body parts together after stopping the animation and letting the physics take complete control (which is useful in e.g. a character dying).

The thing is, is it possible to create angle constraints (limits) inside Spine Editor, so that the body parts won't spin like crazy when physics take over? For example, I want the head bone to only accept local angles between -20 to 40 degrees.

I am not too familiar with the Editor but the Path, IK, Transform constraints don't seem to offer this functionality.

If this IS possible and someone has created such a model and would be willing to share it with me (for testing my code), I would be obliged. :love:

Thank you

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The constraints in the editor currently do not support angle constraints I'm afraid.

badlogic wrote

The constraints in the editor currently do not support angle constraints I'm afraid.

Hmm, any way of adding other generic metadata to bones? It would be much easier for the artist to define in-editor such values that the engine code can take later advantage of. The other way would be for the artist to have a separate script where to insert such data, but it wouldn't be so neat.

So, are generic metadata planned any time soon?

We do have some ideas about generic metadata, but it's not on our near term roadmap :/