Manipulating spine bones with script

I’m testing the spine extension (Defold 1.9.6, spine extension 3.6.3) and keyframed animations with physics constraints are running fine but got stuck in this part https://defold.com/extension-spine/#the-bone-hierarchy .
I’m trying to transform spine bones programmatically but it doesn’t seem to work. Getting bone gameobjects with spine.get_go() seems to function (Create GO Bones is selected on spinemodel) but none of these - msg.post(), go.set(), go.set_position(), go.animate() - seems to have any effect for the spine bones. No errors, just nothing happens.
Perhaps I’m approaching this incorrectly, but I’m struggling to find any fresh information on this matter.

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What are you trying to do?

As far as I know you can’t manipulate bones directly, but you can get heir properties and attach game objects to them, a weapon game object attached to a hand bone for example.

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Yes, it’s totally fine and might be sufficient for my needs. I was just comparing defold’s spine runtime with others and procedural animation seems to be mostly supported https://esotericsoftware.com/spine-runtime-skeletons#Procedural-animation. There are other features as well that I couldn’t get to work, like this example https://esotericsoftware.com/spine-examples-chibi-stickers but it might not be a problem, was just trying to outline the limitations of the defold runtime.

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You can still use the IK functionality if that’s setup in your scene.
See the extension-spine project for a working example (move the mouse cursor):

api
example