Hi.
My question about animation spine model. I use
spine.set_ik_target_position
to setup new target position and all is good. But next i look at actual positions of GO object after spine.set_ik_target_position
transform with
spine.get_go("player#spinemodel", "Shoulder1")
and ik GO bones display static results. IK GO bones always static. Looks like a bug.
Test project https://www.defold.com/dashboard/projects/103994/team . Use mouse click to change ik target. @sven what is you email? i share project for you …
This test project also demonstrate next bug:
Hi.
I create simple spine model in DragonBones, export as spine3.3 and added to empty test project. Build by Ctrl+B is good (windows platform) - model displayed correctly, all textures present, animation played, ik_constant working.
[Screenshot_1]
But next i create html5 build (and next win64 + win32 with and without RELEASE option) and result absolutely different.
[Screenshot_2]
Model works as before but all textures looks corrupted.
What i am doing wrong?
Thanks.
PS but if i get position of IK ANIMATED bone - all is good, see pos hand 0ik:
output in logs. IK position update not worked only after spine.set_ik_target_position
.
2 Likes
sven
March 27, 2018, 10:02am
2
You can add sven.andersson@king.com , let me know the name of the project as well so I find it in my huge list!
1 Like
Shared https://www.defold.com/dashboard/projects/103994/team#
Project name “AngryZombieShooter”
Thank you!
1 Like
Uhhh i made ugly fix-trick for this bug in current code:
Attach child GO to end IK bone with “set_parent” call
Made spine model transformation through spine.set_ik_target_position call
Deattach child from IK bone, set boolean flag for update code.
In “update” call: drop flag, make some factories generations using position of child node, go to step 1
Maybe this advice will be useful to someone.
But i am waiting for normal fix to avoid some MAKARONY code in my code
Thx.