tommo

  • 11 Ağu 2014
  • 1 Kas 2013 tarihinde katıldı
    Pharan yazdı

    Is it not an option to keep a reference to the bones where the effect and event applies?

    That's what I'm doing at the moment. But It must be done in the code or a separated config file, if you have a lot of character specified effects, this could be quite some work for the coder.
    If you can emit the event from bones, the workflow can be more data-driven and streamlined: the coder just need to maintain an effect list, and the artist can setup effects just inside spine editor without coder's help.
    It's not a must-have, but would be helpful for collaboration.

    • Düzenlendi

    I'm working on integrating effects( e.g particle emitter ) into my spine characters.
    Current event system only supports "global" event, so I have to manually locate the bone and specify effect type and parameters in code.
    It would be convenient if spine allows emitting event from specified bone.
    This could be useful not only for effects, but also some other dynamic setting like physics.

    Thanks!

  • Kickstarter badge reward tartışmasında

    my kickstarter name: Tommo Zhou
    email: tommo.zhou@gmail.com
    backed: Pledge $160 or more

    Thx!

    • Düzenlendi

    In current editor, the manually inputed rotation value is wrapped into 0-360 range.
    I think it would be useful to allow arbitrary rotation, so that we can make spin animations without doing keyframe copy-paste extensively.

    Is it possible to get access to early version of FFD?
    I really want to use this feature in my current project.
    This is one of the example we want to have bending animation on it.

    At this moment, we are working on the characters which do not need FFD features (in spine of course). If the FFD can arrive in time, we'll definitely use it to get best out of our art resources.
    If it's necessary, I'd be happy to help test/develop the runtime.

    PS: We use a Moai based engine, the spine module is built on top of the official C runtime.