![]() After done, destroy all Spine instance and then recreate as needed with the new render quality.Wait 0.1S after applying (caution for race condition, reviewing need.).Only apply to one Spine instance per Spine object (e.g.at the tip of a sword) and use the bounding box expressions to read the value of the bounding box (either the points of the box or the center.) The github site has a little more information on that (you also need to use the update bounding box ACE to get the latest values.) See above for more details. Instead if you want to use a Spine position to reference in C3, you should add a bounding box to the spine project attached to a bone where you want it (e.g. ACEs to override properties of bones (x,y,rotation, scale x, scale y), these are applied prior to IK transformation, but are useful for controlling ‘endpoints’ of IK, for example with an aim / crosshair bone.īone position -> use Bounding Box attachmentsĬurrent bone position values are not available, you can only ‘force’ their values.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. ![]() ![]()
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