I finally have made these changes. Flip now flips the root bone around the origin. Use skeleton x/y to position your skeleton, not the root bone. It is no longer necessary to leave the root bone at 0,0 and unkeyed.
Recent commits broke flipping?
What is the origin now? The middle line in the editor or sth? Or is it calculated?
What's sth?
sth = something Old habit.
The origin in Spine is 0,0. When you place the skeleton at x,y you are placing the origin in Spine at that position. So, use 0,0 in the editor as a reference point for positioning your skeleton at runtime.
OK. Thanks. That should make things easier.
hey quick question from a novice!! does this 'flipping' mean that i can take my skeleton with it's images and in effect have all the components mirrored to give the appearance that it's now facing in the opposite direction??
to give an example of how i'd love to use this. I have a character walking left-> right, they then encounter a collision object. On encountering this, they about turn. This then has the character facing right->left. I could then take this new flippeed position and either make the character walk in the opposite direction OR walk backwards.
Is my understanding correct??
cheers
jim
Yes, flipping changes rendering so everything is drawing facing the other way.
thanks nate i thought that was how it worked -perfect (again)
thanks
jim
btw - is it possible to test this out inside the GUI when creating an animation, or is this api runtime process only??
Runtime only for now.
thanks -look fwd to GUI version soon then
actually, it would be a VERY useful addition to the xml (related to the animation), to have a property on the timeline that indicated that (e.g at 00:00:02:23) the skeleton flipped x|y. This way, I could design inside the GUI and use the dopesheet to insert an 'event' that flipped the orientation of the animation until flipped back (or indeed had a duration to the inserted event).
I hope I'm clear in what I'm expressing here!?
You could do that with the event timeline, when it is done.