The company I work for (Masque) is trying to use Spine in Haxe. I've been able to view the example assets for the owl, raptor, spineboy, dragon, and coin example animations by simply loading the .atlas file (which loads the .png files) and loading the json file, and then just playing the animations.

Note that I got these files from the spine-runtimes download (spine-runtimes\spine-haxe\example\assets) and use spine-haxe from git (https://github.com/EsotericSoftware/spine-runtimes/tree/4.1/spine-haxe).

However, several of the sample animations do not just plug and play.
spineboy is missing his feet
tank is missing the treads
vine, stretchyman, mix and match all throw an error in "PathConstraint" when attempting to load them.

Is there example code somewhere (even if in another language) that shows how to properly load and play these animations?

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Note that spine-haxe is a work in progress and we have not yet officialy released it. I've put it into the 4.1 branch as we'd like to support it from 4.1 onward. I'm actively working on fixing the issues you reported (and others) and adding more examples before releasing it.

    Mario
    Any idea of the time frame for an "official" release? If it's going to be a long time - do you have a recommendation for one of the 3rd Party haxe runtimes that work with html5?

      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.

      @ljurow it's a matter of 2-3 weeks. The API itself won't change, so you can already start speccing things out. I do not have any recommendation for 3rd Party Spine Haxe runtimes I'm afraid.

      un mes más tarde

      @Mario - I just downloaded the latest version from github, and very few of the problems I mentioned seem to have been fixed (spineboy example does have feet now). Our artist has built many examples with the Enterprise trial, and some work in Haxe and some don't. We extended our trial once already. I really am NOT trying to give you a hard time - are you getting close to your release?

        ljurow I'd appreciate if you could inform us if something doesn't work in spine-haxe. E.g. please send us things that don't work, so we can fix those bugs. Our test/example projects cover a lot of ground, but the testable surface is so big, that we also need skeletons from our users that don't work.

        So, please send us skeletons that don't work, ideally with steps on how to reproduce the issue in spine-haxe.

        As for a spine-haxe release, as I said, you can already start using it if you are OK with not having many examples and dedicated documentation. spine-haxe currently only supports haxe-starling as a "renderer". If that works for you, go ahead and use spine-haxe.

          As I stated in my first post I tried your examples from (spine-runtimes\spine-haxe\example\assets)
          spineboy is no longer missing his feet - but he is missing his right lower leg in almost all of the animations
          tank is missing the treads
          goblins shows the spear, shield, and sword, but no goblin
          mix and match and vine don't display anything
          stretchyman only displays the top third or so of his body

          Our artists built about 10 examples of our own in the Spine Builder Application, and about 5 work in Haxe and 5 don't work in Haxe. I can give you the ones that don't work if you like.

          Note that I'm using a pretty generic mechanism (that I translated from the spine examples in other languages) for displaying all the animations in Haxe - if there are additional steps that I need - I don't know what they are.

          Mario Also, what do you mean when you say
          "spine-haxe currently only supports haxe-starling as a "renderer"?
          What kind of features will it NOT support?