2/17/2024 0 Comments Spine 2d animation crack![]() Spine Bounding Box Attachment Documentation.The points are returned in top level JSON array Use C3 JSON object to parse and use points. SpineBBoxGetPoly expression returns poly points in JSON format array of named slot/bounding box attachment.It should be done just once per tick per instance, before the SpineBBoxCenterX/Y expressions are used. The UpdateBBoxes updates the bounding box to the current point in the animation.Useful for attaching C3 Sprite object / collision box to the center of the Bounding Box. SpineBBoxCenterX, SpineBBoxCenterY espressions give the average of the named slot/bbox polygon points.Lower quality requres less texture memory and GPU performance. This sets the resolution of the texture to render to.Dark color will only be applied if ‘Tint Black’ is enabled for the slot in the Spine project. To reset the slot colors to the original colors, use Reset slot colors. The slot colors will be reverted if a new skin is applied or if the Spine animation changes the slot colors. The colors are applied using Apply slot colors. Slot color can be set through Set slot color and Set slot dark color.Runtime skins can be created, using Create custom skin, Add custom skin and Set custom skin.Using skins is the typical way to do this. ![]() This can be useful for customizing skins. All other instances of the same skeleton/skin will also change. This action changes the current region texture on the skeleton/slot/placeholder of the current skin of the skeleton to a new region in the loaded atlas.This new change reduces the size of the texture memory required for multiple instances of the same skeleton.Other instances of the Spine Object must use the same skeleton and atlas, but can use different skins.Each C3 Spine Object (not instance), should load only one skeleton and only one atlas.Alternatively create a large transparent image in the Spine project behind your Spine character, this will can be used to set the bounding box size fot the C3 spine render.The values are based on Spine project coordinates. If animation is clipping against the bounds of the C3 object, you can use the property bbox override and values to control the bounding box size and center offset.Use C3 events and movement to do the large translations in the C3 project instead (e.g.For jumping or large movments, animate Spine character ‘in place’, don’t do large translations in the Spine project.Do not use minify on export of C3 project.multiple texture sheets supported (use comma separated list on C3 spine object’s png path property). In the Packing settings, set Region Padding to 2 or higher (if you see lines around your images, it may be because padding is set to 0).In the Spine export dialogue box, under Runtime, set both ‘Filter min’ and ‘Filter mag’ to Linear or Nearest.When exporting from Spine 4.1 use 4.1 export format.Spine 4.1.x JSON files require 2.4+ C3 addon version.Requires Spine version 4.1.x Spine JSON files.Commisions for specific new features are also accepted, contact Mikal via Twitter or the Construct Community Discord server (Mikal).I’m supporting cocos2dx 2.Project maintained by gritsenko Hosted on GitHub Pages - Theme by mattgraham Spine 4.1 add-on for Construct 3 Please support development of the C3 Spine plugin (thanks to all those kind folks who have donated so far!) What do you think? Is there a better way? There is std::function with C**11. I took a crack at it and using it looks like this. For the cocos2dx runtime, I’d like to do something nicer that fits in better with cocos2dx and C**. ![]() Eg, in the generic C runtime, the AnimationState class has a C function pointer so you can get a callback on animation start, end, etc. Hi guys, I’ve implemented events and other features in Spine that have callbacks.
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