- Editado
Exported Skeleton Bug
- Editado
Hello!
I've contracted out to have my animations worked on by an external studio. All was well even though the skeleton was fairly complicated. The skeleton contains meshed attachments and IK constraints. At some later date, I asked to them to change the names of all slots to all lowercase. While the skeleton looks perfectly fine in Spine, some parts of the skeleton are clipped within my game (libgdx) and within the Skeleton Viewer.
I have no idea what's going on. My original guess was that there may have been a naming mismatch that might've had an effect on one of the meshes... but this problem seems impossible to debug if everything looks (and animates) perfectly fine in Spine. I've attached before and after screenshots from the Skeleton Viewer (with Mesh Hull enabled) and my export settings from Spine. The problem is VERY apparent around the shirt and the pants... they both look like they're being "stretched" out and clipped.
This is very frustrating because I went out of my way to upgrade my Spine Essentials license to Professional just so I could debug this problem, but it's not going anywhere.
I remember checking some things in Skeleton Viewer and it didn't come out right (especially regarding draw order)
But when I opened it up in-engine with the runtimes (Spine-Unity & Spine-C#) it worked perfectly and looked like it did in Spine editor.
Since you're using libGDX and it breaks there, I wonder if there might be something weird with the latest available runtime.
It's very much impossible to tell at this point. I suspect the problem might lie somewhere in the exporting functionality of Spine.
Also, It looks like the problem I'm experiencing might be related to this guy's problem:
So, I found the main culprit of the problem! Apparently, when you're using meshes and exporting an atlas, you have to disable X/Y whitespace stripping!!! Details can be found here:
Thank you for the update