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Skeleton viewer IK bug - URGENT
Hi Spine Devs,
I am experiencing a bug with the SkeletonViewer tool.
IK animation is breaking in the Skeleton Viewer. a simple knee joint rig (upper leg, lower leg, IK constraint) will work correctly in the Spine editor, and view correctly in the skeleton viewer initially, but will eventually stop behaving. What I am seeing is in the skeleton viewer ("bones" checked "on") the IK constraint will move correctly, but the 2 bones forming the leg that are constrained to it will stay put, as if the IK mix is 0, but it is not. This happens inconsistently. At first, the IK constraint and constrained bones will behave correctly in the viewer. Then, usually after I create another similar IK-constrained part of the rig, one or both of those IK rigs will break in this way. I'm not sure if this is an issue with Spine or just with the Skeleton Viewer app.
I have included a sample spine file, simple rectangle image, and the json export and atlas for the rig. This one is broken in the Skeleton viewer, but correct in the Spine Editor.
Thanks for you time!
-Aden Scott
I've just tested this with your test project. I exported from the latest stable Spine version (3.4.02) and used the latest version of the SkeletonViewer on the master branch on GitHub. That worked as intended, even letting the viewer run for a few minutes didn't break anything. I then switched to the dev branch, and it exhibited the behaviour you described.
The dev branch is not compatible with the latest Spine stable release, but only compatible with the latest Spine beta (3.5.01). Exporting your test from Spine beta 3.5.01 and running it via the SkeletonViewer from the dev branch on GitHub gives the correct results.
We've updated the Skeleton Viewer page to provide downloads for both the latest non-beta version and the latest beta version. Skeleton Viewer also displays its version number in the upper right corner of the window.
Skeleton Viewer