Framez

  • 2016年9月25日
  • 注册于 2015年8月5日
  • Thanks, Pharan!
    That sheds some light on the problem.

    (nice dA gallery. the Spine team is a talented bunch)

  • No. I haven't really gotten that far into Spine yet.

    I'm only attaching images to bones and moving/rotating the bones.

  • I can't get my test character's feet to glide smoothly across the ground as he walks - notice the subtle bounce in the feet.

     Loading Image  Loading Image

    Anyone else had this issue and solved it?

  • When I press T or Y to switch to another animation, Spine immediately crashes.
    But only if I switch to Animate Mode and it's the first thing I do. If do any editing, THEN switch animations - no crash.

    Crash error popup says:
    "Sorry, an unexpected error has occurred.
    Would you like to submit the error to Esoteric Software?"

    Log text:
    Spine Launcher 2.2.05
    Windows 7 x86 6.1
    Java 1.7.0_06 Esoteric Software
    32-bit Server VM
    Up to date: 2.1.27
    Spine 2.1.27 Professional, LWJGL
    Licensed to: *****, *****
    NVIDIA Corporation
    GeForce GTX 780/PCIe/SSE2
    4.5.0 NVIDIA 353.62
    Started.
    An unexpected error has occurred:
    java.lang.IllegalStateException: Array is empty.
    at ha.c(SourceFile:307)
    at mH.a(SourceFile:1228)
    at pl.a(SourceFile:345)
    at me.a(SourceFile:312)
    at o.a(SourceFile:72)
    at o.a(SourceFile:72)
    at av.e(SourceFile:286)
    at ah.run(SourceFile:234)
    at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:251)
    at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:711)
    at java.awt.EventQueue.access$000(EventQueue.java:104)
    at java.awt.EventQueue$3.run(EventQueue.java:672)
    at java.awt.EventQueue$3.run(EventQueue.java:670)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.security.ProtectionDomain$1.doIntersectionPrivilege(ProtectionDomain.java:76)
    at java.awt.EventQueue.dispatchEvent(EventQueue.java:681)
    at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:244)
    at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:163)
    at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:151)
    at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:147)
    at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:139)
    at java.awt.EventDispatchThread.run(EventDispatchThread.java:97)


    Oops.
    Just realized this thread should be in the Bugs forum.

    I assume a mod will relocate it.

  • Aha! Sounds like a good trick. I'll try it.
    Thanks!

  • Looong time lurker, first time poster.
    Finally ready; grabbed a Pro license today.
    Super excited to finally use the software. It's GO time.

    I guess this is more of a suggestion than anything.

    While rigging up a new skeleton I find myself changing the draw order quite a bit. Dragging slots up and down in the list until it's just right.

    It could be made so much faster/more convenient if the draw order list rows highlighted when they (or a child of) is selected.

    A quick scenario:
    Looking at the below image, I need to change where "leg-lower_close" falls in the draw order. I've selected it in the viewport, by clicking my character, but . . . now I have to read the names in the draw order list until I find it (pointed to by blue arrow).

     Loading Image

    Why not highlight the row, or use some other highlighting ui gimmick (a dot drawn to left of slot icon, etc) to save users time?