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spine's Issues

Sprite atlas from code

Hello.. I want to downloaded images from a server and load in my app. It's possible to create a Sprite atlas from code?

Thanks for all!

How to get correct frame of `Skeleton`

Hello, first of all I want to thank you for trying to keep this library up to date.

Has anyone tried to solve the missing frame of a Skeleton character? I also tried calculateAccumulatedFrame() but it return values that make no sense (for Golbin it's it's more width than height)

And the second question that is related to this, has anyone tried to set the correct physicsBody for a character so that it corresponds to its actual size.

Everything can be solved through some magic number, but I don't like this solution very much..

Thanks a lot for answer!

Some bugs in function action(_ keyframes: [SlotKeyframeColorModel], _ slot: String)

  • Some bugs in function action(_ model: SlotAnimationModel)
    • some animations like fade, unexpected behavior
    • before V3 adapted version, the implementation of SlotKeyframeColorModel class was differently. before was excepted behavior
    • e.g:
       func updated(channel: ColorChannel, index: Int) -> SKColor {
         
         guard channel >= 0, channel <= 1 else { return self }
         
         switch index {
         case 0: return updated(red: channel)
         case 1: return updated(green: channel)
         case 2: return updated(blue: channel)
         case 4: return updated(alpha: channel) // case 4 should be 3
         default: return self
         }
      }
      

SetSkin

Hello! I tried to added a second skin.. but this doesn't work. First of all, Skin HeadColor1, works fine but the second "HairStyle1" not is showing. What si happened?

Regards and thanks for your help!

        override func didMove(to view: SKView) {
    
            if let character = Skeleton(fromJSON: "skeleton", atlas: "Skin", skin: "HeadColor1"){
    
                character.name = "Girl_Avatar"
                character.position = CGPoint(x: 0, y: 0)
                character.setScale(0.2)
                self.addChild(character)
                if let walkAnimation = character.animation(named: "Idle") {
    
                    character.run(SKAction.repeatForever(walkAnimation))
                }
                
                character.applySkin(named: "HairStyle1") //This line doesn't work! 
            }
        }

Problem with animating the node's color change

This is a useful framework for me, I plan to use it in my project. Thanks!

I found a problem when animating the node's color change. Animation duration is not taken into account. I would suggest such a change (line #252, Animation.swift):

let delta = timing Function(Float(time) / Float(duration))

After this fix, everything works correctly for me.

[Help wanted] Only some assets drawn in Esoteric example project

Hi and thanks for the great library. Just trying to get familiar with it and run into problem...

Downloaded Spine Trial from Esoteric home page. There are some examples included. Tried to get "owl" example running.

Created asset folder named "Owl" and added Sprite Atlas named "default" under it. "Provides namespace" are crossed in both. Then dropped all the assets from "owl" "images" folder into that Sprite Atlas.

screenshot 2019-02-05 at 20 09 50

There's no directory structure in Owl Spine project, so no need for other atlases besides "default" I think?

screenshot 2019-02-05 at 19 58 13

The core is relatively simple, copied from the example:

class MainScene: SKScene {
    
    override func didMove(to view: SKView) {
        
        backgroundColor = .white
        
        if let character = Skeleton(fromJSON: "owl-pro", atlas: "Owl", skin: "default"){
            
            character.position = CGPoint(x: self.size.width / 2, y: (self.size.height / 2))
            character.setScale(0.2)
            
            self.addChild(character)
            
            if let idleAnimation = character.animation(named: "idle") {
                character.run(SKAction.repeatForever(idleAnimation))
            }
        }
    }
}

However, only some of the assets are drawn (and animated). Can't figure out why these ones, but not others.

screenshot 2019-02-05 at 19 29 33

Asset names should be correct, they're the same as in Spine project and JSON file.

Tried also to copy images from "1x" to "2x" and "3x" also with no help.

What might be the problem? And how could I debug this kind of problems?

V3 - multiple build errors (SpriteKit not imported)

Since the last update I got multiple build errors like Cannot find 'CGFloat' (see below). Inspecting module files shows that they miss SpriteKit import. Probably it was automatically imported on your local Xcode, but it doesn't work on mine and produce these errors.

/.../Library/Developer/Xcode/DerivedData/MyProj-dztgcjnsotghztdkvsofoblrksij/SourcePackages/checkouts/Spine/Sources/Spine/Model/Animation/Keyframes/Bone/BoneKeyframeShearModel.swift:13:16: Cannot find type 'CGVector' in scope

/.../Library/Developer/Xcode/DerivedData/MyProj-dztgcjnsotghztdkvsofoblrksij/SourcePackages/checkouts/Spine/Sources/Spine/Model/Animation/Keyframes/Bone/BoneKeyframeShearModel.swift:30:48: Cannot find 'CGFloat' in scope

/...Library/Developer/Xcode/DerivedData/MyProj-dztgcjnsotghztdkvsofoblrksij/SourcePackages/checkouts/Spine/Sources/Spine/Model/Animation/Keyframes/Bone/BoneKeyframeShearModel.swift:31:48: Cannot find 'CGFloat' in scope

/.../Library/Developer/Xcode/DerivedData/MyProj-dztgcjnsotghztdkvsofoblrksij/SourcePackages/checkouts/Spine/Sources/Spine/Extensions Public/Skeleton+Points.swift:28:18: Generic parameter 'ElementOfResult' could not be inferred

Spine 3.8.Х сompatibility

Hey,

This framework is awesome! Thank you!

But a month ago EsotericSoftware released new version. And there are some new changes in JSON file:
skeleton without width param;
animations with new c2 and c3 params and curve is a single value, not an array.

Do you plan to update it?

can support objective-C

Oc mixed with swift

add '@objc()' code in swift file

example

@objc(EmptyType) public enum EmptyType:Int { case OrderType case ReserveType }

Layers issue

Screen Shot 2020-03-31 at 16 17 11
Hello, can you tell me what can be the problem? The animation is ok in spine and in the video preview, when we integrate in the game the layers' order is broken...
Screen Shot 2020-03-31 at 16 20 03 the book for woman should be behind her

Fails to decode animation with curve

My animation is like:

"animations": {
"Rise right hand": {
	"bones": {
		"Arms Right": {
			"rotate": [
				{
					"curve": [ 0.144, 0, 0.645, -63.72 ]
				},
				....

When trying to load the skeleton, I'm getting this error:

typeMismatch(Swift.String, Swift.DecodingError.Context(codingPath: [Keys(stringValue: "rotate", intValue: nil), _JSONKey(stringValue: "Index 0", intValue: 0), Keys(stringValue: "curve", intValue: nil)], debugDescription: "Expected to decode String but found an array instead.", underlyingError: nil))

In AnimationModels.swift, at line 542.

Shortly, the problem, is that BoneKeyframeRotateModel expect animation to be like this (case at line 532):

"curve": 0.144,
"c2": 0,
"c3": 0.645,
"c4": -63.72

Or like this (line 543, AnimationModels.swift):

"curve": "bezier"

But the actual timing is encoded like an array:

"curve": [ 0.144, 0, 0.645, -63.72 ]

Why is it different? May be because Spine editor version was updated. I use 4.0.45.
If you ask, I can rise a PR to fix this issue.

Images loaded after the application is launched

Hey 👋

I'm bold enough to try using your wonderful solution in one of the commercial projects 😂

I have a test project running. But can you tell me, is there any manual or example on how exactly to use your library with images loaded after the application is launched?

[Error] Swift.DecodingError.keyNotFound

When I creating a Skeleton, it threw this error:
Thread 1: Fatal error: 'try!' expression unexpectedly raised an error: Swift.DecodingError.keyNotFound(Keys(stringValue: "x", intValue: nil), Swift.DecodingError.Context(codingPath: [Keys(stringValue: "skeleton", intValue: nil)], debugDescription: "No value associated with key Keys(stringValue: "x", intValue: nil) ("x").", underlyingError: nil))

And this is my json file:
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Thanks for your job! I'm still trying to solve this issue.

[HELP]Character display is incomplete

Hello, I followed your prompt steps to integrate, but the characters with realistic running effects are not complete. The pictures directly exported from the spiner are directly under a folder and are not classified.
截屏2021-05-27 14 11 17
Simulator Screen Shot - iPhone 12 - 2021-05-27 at 14 10 57
截屏2021-05-27 14 17 37

Load Spine .atlas file?

Is it not possible to create a Skeleton using atlas file exported from Spine? Or do I have to create an Xcode .spriteatlas?

I run the examples successfully but why no goblin shows on?

Please anybody can help me? I download the example project and build it successfully. But when the app run on the simulator, no goblin shows on the screen! I dont know what's wrong?

some info:
xcode version: 15
simulator: iphone 15 pro
ios:17.2

background: black
nodes count:42
draws count:1
fps:60

image

Spine resource loading

Hello, I'm a loyal user of your Spine. First of all, thank you for providing a very good library, but I need your help.

https://github.com/maxgribov/Spine

We have shown Skeleton properly, previously because of the version problem of our Spine. But when we are ready to start, we encounter another problem, that is, the problem of loading resources. Our picture or JSON file resources are real servers。

In this way,

https://github.com/maxgribov/Spine/wiki/Assets

operations are not possible, and we often have resource updates or additions, which will cause us to need to repackage every time.

So, may I ask, what better solution is there, or can we solve the problem of this resource?

image resource mismatch

Thank you, this library I have been using very well recently. But there is a small suggestion in Skin.swift ,

 func texture(with name: String, from atlasName: String) -> SKTexture, 
let textureName = atlas.textureNames.first(where: { $0.contains(name) }) ,

sometimes If the resource name prefix is ​​the same, there will be a mismatch. I try to modify it to solve the problem:
let textureName = atlas.textureNames.first(where: { $0.contains(name.appending(".")) }).
Or do you have a better solution?

[Question] Mesh support

Hello,

in the last few days, I played with this framework, it's a pretty decent work!
I plan to test on Apple Watch in this weekend.

Currently, I'm developing our app new version with the official spine-objc framework (in a swift project), but it will be awesome if we can do animations on the watch too.

The only thing that missing here is the mesh support, do you plan to build it?
As I see, it's not that easy :(
I'm available to help :)

Mesh support?

Thanks for this lib!

It's possible to implement mesh support ?

[HELP] - Random Skin Attachments

I have 3 skins in my model. I'm looking for a way to randomize the bones by combining the skins.

For example, let's say I have 3 bones: head, body, and legs
I would like to have the image for head to come from skin1, the body from skin2, and the legs from skin3.
Is this possible?

applySkin to running animation

hi, I'm trying to run a very simple test: Change the skin of a running animation with a touch in the screen.
This is my code:

var character: Skeleton!
override func didMove(to view: SKView) {        
        character = Skeleton(fromJSON: "zombie", atlas: "Zombie", skin: "zombie1")
        self.addChild(character)

       if let walkAnimation = character.animation(named: "Idle") {
            character.run(SKAction.repeatForever(walkAnimation))
        }
}

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {        
        character.applySkin(named: "zombie2")        
    }

When I run the app, I can see the Skin zombie1 and the Idle animation running.
When I tap the screen, it looks like the zombie2 skin images are applied to the animation, but the images from the skin zombie1 are still visible.

Screen Shot 2020-05-29 at 12 33 07 PM

Screen Shot 2020-05-29 at 12 33 13 PM

In the Spine app, I can see the correct skin is applied to the animation when I toggle them, so I dont think it is a problem with the Spine json.
Am I doing anything wrong? Should I remove the running animation before changing the skin?

Thank you

Change the particular skin attachment

Is it possible to change the particular skin attachment in run time?
For example, I'd like to implement an avatar system, so users can change the weapon, shoes, hat or clothes on-demand. (Not just change the whole skin)
How can I achieve this function by Spine?

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