Nate

The size of your skeleton at runtime is separate from the origin. It is common to scale your skeleton (either by scaling the root bone or scaling the data when loaded) to match the units used in your game. For example, some Unity users scale the skeleton using 0.01 when loading the data.

The origin is world 0,0 in Spine. At runtime your skeleton's world 0,0 corresponds to where you position the skeleton (note the root bone can be placed elsewhere). I can't tell what is going on from your screenshot because it shows only a box around the skeleton (note the skeleton's bounding box can vary depending on the skeleton's pose), not the origin (which is a single point). Unless you mean the red arrow is the origin? In that case it looks like something in the Construct plugin is incorrect.
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Nate

Nate
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porcupine

Oh... It might be also because I shrunk the root bone. Okay, that might make sense! Thanks :D
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porcupine
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MikalDev

More updates, details on github

1.48.0 Scripting interface for Apply slot colors, scripting interface for addCustomSkinOutfit (quickly update custom skin from object)
1.47.5 Make compatible with ProUI plugin for scroll lists
1.47.3 Add bounding box override checkbox (can set bounding box in property, no need for transparent bounding box)
1.46.0 More animation scripting interfaces
1.45.0 Animation scripting interfaces
1.44.0 Palette loading optimization (if only a few palette entries need an update, just update those areas of the palette texture, otherwise update the entire palette texture.)
MikalDev
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porcupine

It's me again with more stupid questions :D

I want a particle system on top of the staff, so it follows the staff. But I'm not sure I'm making the right syntax. Instead of X being on bone, X becomes zero :(



The target bone is called staff_particles obviously.

I also tried "root" and "torso1", it always turns to zero :(

Interestingly, when I break the animation (like, remove it's name from the atlas, json etc), particle system stays where I put it. It doesn't become zero.
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porcupine
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MikalDev

You want to be using Bounding Box attached to a bone instead:

https://github.com/gritsenko/c3_spine_plugin#bounding-box-attachment

Then you can use the bounding box center expressions to track where the bone is.

See the bounding box example for details (don't forget to turn off worker mode for that project though!)

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Additional updates

- 1.50.0 Add hex color support for set slot color and set slot dark color ACEs
- 1.49.0 Add scripting interface for animations.
MikalDev
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porcupine

Oh btw the test object didn't work with the new version of the plugin until I added a Bounding Box. Maybe it's a coincidence.
**edit: Nvm it was the Enable Worker thing. Main project runs beautifully now <3



Anyway, I did the Bounding Box and it didn't help, particles still reset to 0,0. I'm probably doing something incredibly stupid, but I have no idea what D:



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porcupine
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MikalDev

1.50.2 Fix for worker mode now released.

https://github.com/gritsenko/c3_spine_plugin/releases/tag/1.50.2

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For the bounding box are you doing the UpdateBBoxes ACE before calling the expressions? Also, see the example project.

From the README.md:
SpineBBoxCenterX, SpineBBoxCenterY expressions give the average of the named slot/bbox polygon points. Useful for attaching C3 Sprite object/collision box to the center of the Bounding Box.
The UpdateBBoxes updates the bounding box to the current point in the animation. It should be done just once per tick per instance before the SpineBBoxCenterX/Y expressions are used.

Also check the dev console, do you see any errors or warnings?
MikalDev
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porcupine

NOW IT WORKS!!! kinda... Thank you <3
Here, you can see the experiment.
https://porcupine-parkour.hr/goblinwave/
As you might have noticed, I'm more of an animator, not really a programmer, so I get hung up on basic things :D

There is also a fair number of errors and they seem to be connected to BBox


Also, I found this in the example project, it's going to be very helpful in the future since I tend to resize things a lot.
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porcupine
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MikalDev

Getting there! If you want to send me the project I can take a look. You can DM me on twitter or on the Construct Community Discord (Mikal). I use sendgb.com to share project files usually.

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Spine 4.0 beta test ongoing, you must export from Spine 4.0 (3.8 exports will not work.)

If you already have experience with Spine and the C3 plug-in, try it out. If you have not used the C3 plug-in before, I recommend staying with the current 3.8 version as the new 4.0 beta may have bugs.

4.0 beta:
https://github.com/gritsenko/c3_spine_plugin#spine-40x-compatible-addon-beta-version
MikalDev
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