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Cocos 2d Spine Game import error
Hey there,
We're importing some animations into Cocos, but we're running across some issues. Previously we were using 3.8 and it was working good. I updated to 4, but the format threw errors to cocos, unable to import. I exported using the "legacy" option which looked like it changed the atlas file to one which matches the format of the version 3 exports we have in game. But now it's throwing an error on the cocos side
Invalid timeline type for a slot: rgba
Is this an error related to spine, or the export? We have setOpacityModifyRGB
on cocos and the binary is using premultiplied alpha, any clues on what we could debug to test? We're on Cocos3, Spine 3.8. Thanks!
Also second question, is there a way to reverse export files to runtime v 3.8?
To use exports from 4.0, you need to use the 4.0 runtimes. Since you can't read the non-legacy atlas format, that means you are using the 3.8 or older runtimes.
Oh, sorry I missed your original post had a second question! If you want to move 4.0 animations to 3.8, you can export JSON from 4.0 and choose 3.8 for the version. This will result in data loss, for example the animations will lose all Bezier curves, but is likely less work than redoing the animations in 3.8.
Export - Spine User Guide: Version
Versioning - Spine User Guide: Recovering work from a newer version
I would guess that it would be easier to update your runtimes to 4.0 than to remake the animations. Plus then your animators get to use the more powerful features in 4.0.
ah ok ill give that a shot now thank you!
And its more convincing the engineering team that its safe to update, we dont want anything to break that uses the old version, and we have an old version of cocos 2 which we had to update partially to use spine 3.8. Could any issues at all arise with updating the runtime to the old animations? Does it have any minimum requirements that have changed from 3.8's requirements?
Updating any dependency always has risk. I can't say there won't be any issues, but I can say there isn't usually. Performance should be very similar.
In 3.8 applying a constraint will sometimes reset the changes made by a different constraint. 4.0 fixes this problem, but it means some 3.8 animations need to be updated to turn off a constraint (set mix to zero). You'll see the problem both in the editor and at runtime.