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Flicker in animation when using linked meshes
I am working on a card game and using linked meshes to display perspective look for cards.
I add card back and all 52 cards to a linked mesh so it appear to be lying on table.
I wanted to create an animation to flip the card over. I created the card flip by deforming the mesh. I add event in the middle of the animation. I capture the event from code and change the attachment from card back to the card face.
Here is a video showing the animation made in spine
https://www.dropbox.com/s/2pb5qf943yoxpdg/animation_in_spine.mp4?dl=0
This is working properly.
The problem is at the point of changing the attachment from card back to card face there is big flicker.
Here is a video showing the flicker
https://www.dropbox.com/s/i25inzuoohnjelm/animation_in_web.mp4?dl=0
It looks like at the point of changing the attachment the current deformation (this point card is moved up and turned) is not applied. The attachments original deformation is present. In the frame it jumps back to the origin. In the next frame it adjust to the current deformation.
How do I get around this problem?
What runtime are you using for what engine? Could your provide us with a code sample that reproduces the issue?
I am using Cocos creator 1.5 to create this game
I will send you a private message with the source code
Any update on this?
Patience I'll take a look at the Cocos creator project you send. Please keep in mind though, that we do not maintain the Cocos creator runtime, so I might not be able to fix this on our end.
Your animation is a bit weird. On frame 16, you set the alpha of the card to 0, which adds a bit of flicker (even in the Spine editor).
I've tried to reproduce the issue in spine-ts using the WebGL backend. Here's the code https://gist.github.com/badlogic/db027b0890e70380e4d7032cbcb77f45
The only flicker I can see is due to the color key in the animation setting alpha to 0. The other issue you see in Cocos Creator I could not reproduce. This means there's a bug in Cocos Creator's Spine runtime. Please let the Cocos Creator team know about it, they should be able to fix it.
It may help to hold shift while scrubbing the timeline in Spine. This disables frame snapping and can make it easier to see what happens during playback.