E
Eckoh

  • 28 mar 2020
  • Si è iscritto 6 mag 2016

    I tried the transparent png and didn't get an even grid of squares from it. I attached the png to a bone, positioned the png to encompass the entire character through the full animation cycle, and exported using grid packing. The frames came out at different sizes however and in different relationships to the animated character. I have 2 questions.

    1. Based on this, how would you write out a regular grid with the same dimensions, keeping the character in the same place in relationship the borders of the squares of the grid?
    2. Does the Atlas that is generated contain the information for registering the images on the sprite sheet so that they play back correctly in a game engine?

    Nate, I just emailed you a simplified file with a single image. It is a file that is having the same issue I was having with a more complex file.

  • I have had this work well for me in the past but now when I try to select weighted vertices on a mesh that has been bound to several bones, they no longer select. I have been wrestling with this problem for a several hours and can't figure out what I am doing wrong. I am drag selecting and using ctrl-click to select and the verts all stay the same in appearance. Because I can't select verts I can't drag up and down to change the weighting of the verts.

    I have followed the Spine documentation to the letter.
    Version 3.2.01

    Thanks for your help in advance!

    I created a skeleton completely to spec...no overlaps, no extending beyond the boundaries of the mesh, but I still get the "weights could not be computed" error. The only way around it so far is to hand select all the vertices and weight them separately.