Blog post:
http://esotericsoftware.com/spine/ffd-now-available/
Discuss!
Edit: right, so 6am and it's bedtime. When I wake up I expect there to not have been any catastrophic problems with the new release, ya heard? :tmi:
Blog post:
http://esotericsoftware.com/spine/ffd-now-available/
Discuss!
Edit: right, so 6am and it's bedtime. When I wake up I expect there to not have been any catastrophic problems with the new release, ya heard? :tmi:
Woohoo!
good job,by the way if there is skining and runtime update date, :rofl:
Everything working ok for you guys? Server went down for a little bit, back now.
Hey Nate, is it possible to do "auto points" for a mesh? In the video you can see that the points are around the goblin's chest, instead of the standard 4 point rectangle shape? http://puu.sh/6lJIa.jpg
Oh, and also, any ETA on FFD for Unity? It was the reason why I'v bought Spine Pro so libgdx is not for me if i'm not mistaken :S
It works and it's amazing. Thank you so much!!
It's probably bug, but I can't offset mesh keyframes and there is no graph lines between keyframes but changing graph is working.
I'm waiting now on Skinning and when you make it everything working in Starling. Thn Spine will be complete
Dukuo: I can use "auto points" with meshes
working around an hour with it.
Had a crash two times when I klicked on the slot or when I deleated the slot (where the animated mesh was included) but I could not reproduce it so far ;/
Other question: Will the ghosting be available again during mesh animation ?
I'm currently uploading a new video that shows how to use Meshes and FFD, unfortunately my internet decided to go belly up on me today so I'm uploading from a tethered phone on 3G. Not exactly blazing speeds!
Edit: Video is now available at http://www.youtube.com/watch?v=0Dd2M8XBTo0
@edrache, offset doesn't work with meshes, I don't know if this is something that can be made possible. But it's not a bug, it's just not possible.
@GreyPhoenix, hopefully we will be able to track down that bug and fix it. I was working with Ghosting on yesterday while animating with meshes and there seems to be a bug with it. If you save your project and reload it, ghosting seems to appear correctly. Definitely a bug, we'll get that fixed.
Dukuo, no auto mesh creation, but "set points" makes it really fast. No dates for the runtimes, sorry. Giving out dates is always a curse. I hope skinning will take a week or two, then I can work on runtimes. Runtimes that are relatively easy to implement will be done first, and Unity should be pretty straightforward.
edrache, no lines between mesh keys is a bug, thanks! Offset is only for SRT and color keys ATM, bit of a pain to implement for meshes.
GreyPhoenix, will look at ghosting and I'll be checking the crash submissions to see if I can figure out what is going on.
Shiu, video looks great! You missed a chance to show mesh vertex box selection (and box deslection) by using ctrl+drag, which I use a lot. People should figure it out though, ctrl+drag is always box selection in Spine.
Also a problem since the update is that I have double rotate and translate lines.
How it happends - (reproduced):
colored bones - animated
copy key
post keys
spine made a new rotate and translate line (can be seen in the attachment)
(I did not have that problem with the oncolored one -yet)
OH ,Nate love u.. it's amazing.. it's work fine.. :yes:
I downloaded it and it looks very cool! I really want to play with it a lot more (but have to finish some programming, so wife is goign to get to play around with it first :S ).
The good news is it accidentally updated in my program files (but made a backup zip first), and the JSON output still works with my older runtimes (with not adding any mesh stuff to it).
For people waiting on the other run times- they can still work on new animations, and by the time they have several done, the run times will probably already be out
One BIG question though- do you know how mesh affects performance? If we don't use it for basic projects, it should be about the same as now? ( I assume as the complexity of the mesh goes up, it will be more resource intensive)
Thanks again for all the hard work!
crash when switch one attatchment without mesh to attatchment with mesh,
MESH ROCKS 8)... Unlimited possibilities
Thanks Nate
chrismweb написавdo you know how mesh affects performance? If we don't use it for basic projects, it should be about the same as now? ( I assume as the complexity of the mesh goes up, it will be more resource intensive)
If you don't use meshes, performance doesn't change. RegionAttachment and MeshAttachment are separate classes. When using RegionAttachment, 4 vertices need to be transformed (roughly 4 multiplies and 4 adds). When using meshes, each vertex needs to be transformed. Meshes can have 3 or more vertices. Drawing a mesh needs to handle textured polygons with any number of vertices, which may affect drawing performance. Eg, in libgdx SpriteBatch can't be used because it only draws quads. Instead, PolygonSpriteBatch must be used, which has to update the indices for each sprite drawn. When using FFD to animate, FfdTimeline has to adjust the mesh vertices, which is work that isn't done when not using FFD.
Awesome, thanks Nate!
Nice job on the runtime design!
This is going to so awesome for my game. I'll be able to morph characters muscle bellies as they contract in movement. Can't wait to try it.
Effects are gonna be so much easier to make and lighter on memory with this!
Question: Do all vertices get interpolated between mesh deform keys or do you only pay for vertices you move?
I don't want to sound lazy, but is it too difficult to implement an edge detection function to set up basic mesh points? That could really speed up the process of setting up the meshes for each character we animate.