ljurow I've been working in the Ceramic engine, which is in Haxe. Currently it's using spine-hx, which is a conversion of the official Java runtime. It works for 4.0.x. I haven't used the spine examples, but I've been using my own spines with all kinds of constraints and such and haven't had any problems of the sort.
goldenPiGames

- 17 de Oct de 2023
- Se unió 19 de Jul de 2022
- En Example code
I have the same problem here. I put the script from https://github.com/EsotericSoftware/spine-scripts/tree/master/inkscape into the folder as asked, and it shows up under Extensions -> Spine, but when I click Spine Export, nothing happens. at all.
stiffr25 escribiócan someone tell me which older version of inkscape i should be using
Did you ever figure it out?
- En eventsHarald escribió
component
I'm not using Unity. I'm using Ceramic, which uses spine-hx, which is "automatically converted from the official Java/libgdx runtime"
- En events
Entities are positioned at varying x and y positions, so a linear scale wouldn't work.
Harald escribióCold you describe why you can't use a constraint here?
There may be other objects, like a particle effect that follows the player but is handled outside of Spine, so I'd need to know and control the base position. I also think that the ability to do event-things like this could be useful in other cases as well, so it's something I'd like to know in general.
- En events
I need to do something similar. However, in my case, having just a start and end event would be insufficient, as I need to exactly know what portion of the way through I am, like with a keyed interpolated property, even when adjusted for timescale, pausing, or anything else.
The context is that entities can jump or slide from its starting position to the targeted enemy as part of melee attack animations, and the game needs to know how far through the jump/slide it is so it can position the visual appropriately. (And I can't use some kind of constraints to do the whole movement through Spine, as there are things involved in the runtime outside of Spine). I can imagine other uses for such a durationed event as well, such as other visual effects that are handled in the runtime outside Spine.
Is there a way I could request this as a feature? It would be very useful to me, and I imagine other 24 or 48 animators.
- Editado
Is there a way to change the intervals of the number labels on the dopesheet and graph views? For example, instead of showing 5,10,15 or 10,20,30, it shows 6,12,18 or 12,24,36?
Long-winded explanation of why I want to do this: I am working on a rhythm game where it is extremely important to be able to do halves and quarters of beats. I'm currently doing 30FPS, animating for 120bpm (adjusted in the runtime for the bpm of the actual music), so each beat is 15 frames in the editor. This makes it pretty much impossible to precisely do offbeats. I'd have to change the FPS to something else, and I'm thinking 48 because it's much more divisible and a nice number for FPS, and it'd be convenient to be able to quickly see where the beats are with the gridlines.