• RuntimesBugs
  • Bones have incorrect transformation when rotation is disabled

Our animators need to disable Rotation on certain bones for the IK to work correctly in character animations.
When rotation is disabled, we get "transform": "noRotationOrReflection" in the skeleton .json as expected,
but this results in incorrect transformation of the bone in question. I was hoping this would be simple flip by the Y axis, unfortunately it appears to be more complex than that and cannot be amended by pre-parser Y flip.

1) We have tried the same export with the latest spine-pixi and pixi-spine runtimes
2) We expected the two to behave identically
3) pixi-spine renders the animations as they appear in the editor, spine-pixi renders the corresponding bones with incorrect rotation

How to reproduce: Disable rotation on certain bones in a project and display the export using spine-pixi

Runtime information

Runtime versions:
pixi-spine: 4.0.4

spine-pixi: 4.2.58

We can provide the project files in a private message if needed.

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    The issue you're experiencing with incorrect bone transformations when rotation is disabled seems to be related to the specific runtimes you are using. Based on the provided contexts, here are some steps and considerations to help address the problem:

    1. Version Compatibility: Ensure that the versions of the Spine editor and the runtimes you are using are compatible. For example, if you are using Spine 4.2, make sure that both pixi-spine and spine-pixi are compatible with this version. Mismatched versions can lead to unexpected behavior.

    2. Inherit Rotation and Scaling: As mentioned in the context, issues can arise when Inherit Rotation is disabled and bones are scaled. Ensure that the bones in question are not scaled in a way that could cause issues when rotation is disabled.

    3. Skeleton Setup: Clean up the skeleton setup by enabling Inherit Rotation and setting the X Scale to 1.0, as suggested in the context. This can help avoid unclean skeleton setups that might cause issues during export and runtime.

    4. Testing in Skeleton Viewer: Use the Skeleton Viewer to test if the problem persists outside of the specific runtime. If the issue is not present in the Skeleton Viewer, it indicates that the problem might be specific to the runtime implementation.

    5. Provide Project Files: If the issue persists, providing the project files to the support team can help diagnose the problem more accurately. You can send the files via email to contact@esotericsoftware.com with a brief description of the issue and a link to this thread.

    6. Check for Known Issues: Refer to the GitHub issue tracker for any known issues related to bone transformations and rotation settings. Subscribing to relevant issues can keep you updated on any fixes or workarounds.

    By following these steps, you should be able to identify and potentially resolve the issue with incorrect bone transformations when rotation is disabled.

    Thanks for reporting this. We'll have a look at that soon 👍

    strl We can provide the project files in a private message if needed.

    That can definitely speed up the debug process 🙂
    You can send the assets at contact@esotericsoftware.com.

    • strl respondió a esto

      I forgot to ask the spine version you are using.
      Since pixi-spine does not have support for 4.2, I guess you are not using the latest version.

      • strl respondió a esto

        Davide
        Thank you for the fast reply!
        Editor version: 4.2.35
        Export to version: 4.1

        Assets example will be sent shortly

        strl

        The problem is that you are trying to open a 4.1 asset with a 4.2 runtime.
        major.minor version of the asset must match the major.minor of the runtime.
        spine-pixi is quite recent and there is no 4.1.z version.

        If you want to use spine-pixi, you have to export to version 4.2.
        You're already using 4.2 editor version, so there's no problem at all in doing that.
        I'd recommend to do that so that you can use all 4.2 features in your runtime, like physics.

        • strl respondió a esto
        • A Nate le gusta esto.

          Davide
          Thank you, Davide!
          Indeed changing the export version fixed the problem.
          Thanks a lot and keep up the great work!