I am having trouble trying to animate my own skeletons and animations in libgdx, and I think it may have to do with how I make my skeletons in Spine.
I was able to successfully animate the spine boy example in my libgdx application. And the same code also works for making the powerup example float across the screen using it's fun animation with the stars.
But when I instead use the exported binaries for my dog skeleton and walk animation, it just shows the dog animated at (0,0) and doesn't move across the screen at all (just animates in place). Also, the scaling methods don't seem to apply.
The way I am trying to move the character and scale it is by using skeleton.getRootBone() and then setX, setY, setScaleX, and setScaleY
Like I said, all this code works great when I export the sample spine projects, but for any of my own skeletons the character is only drawn at (0, 0) and animates fine but I cannot scale the image or move it across the screen. Could I have made a skeleton where the root bone isn't attached to the rest of them or something like that? Any help would be great, though I know you guys are busy. Congrats on the kickstarter so far!