ivan.popelyshev Posted April 3, 2016 Author Share Posted April 3, 2016 IK Constraints for spine v3 are fixed, please test it : https://github.com/pixijs/pixi-spine/blob/master/bin/pixi-spine.js . SkinnedMeshPatch: https://github.com/pixijs/pixi-spine/blob/master/gpupatch/SkinnedMeshPatch.js UPD. Linked mesh is ready, but I didnt test it yet. Skew - may be , try it! Quote Link to comment Share on other sites More sharing options...
GBear Posted April 4, 2016 Share Posted April 4, 2016 @ivan.popelyshev hi ivan //skew is good, following link is example with new pix-spine.js http://jsfiddle.net/gbear/Lc8zcsuo/6/ /this looks good too, /this is flip with ik example with new pixi-spine.js http://jsfiddle.net/gbear/dLo9qxb1/26/ great.. Quote Im afraid that this problem persists in ALL spine runtimes. Flip + IK = pain. Try not to use skeleton.flipX and skeleton.flipY, instead just change the scale of entire spine object. I spent 4 hours on it and i cant find the issue, and I dont have more time on it, sorry what's this meaning? Can't I use flipX with new pixi-spine.js? Quote Link to comment Share on other sites More sharing options...
GBear Posted April 4, 2016 Share Posted April 4, 2016 @ivan.popelyshev hi ivan this looks good , this is flip with ik example with new pixi-spine.js and SkinnedMeshPatch.js draw 1024 example'spine and fps is up 3 fps more(18fps) (no SkinnedMeshPatch.js is 15fps) http://jsfiddle.net/gbear/dLo9qxb1/42/ Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted April 4, 2016 Author Share Posted April 4, 2016 @GBear Yes, FPS is a problem, its abnormal, I'm going to look at it. UPD. 18FPS vs 15FPS only because you have very simple example, only 1 FFD animation in it. Try it when you have 50 bones and a lot of weighted meshes on it Im afraid we need webgl2 support to fix that fps on 1024 objects. Quote Link to comment Share on other sites More sharing options...
GBear Posted April 4, 2016 Share Posted April 4, 2016 @ivan.popelyshev yes you right... but i can't use gpu.patch yet. because gpu.patch has some problems that we discussed before.. so i'm really expecting gpu.patch new version with texture.compress(etc1 or for mobile) Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted April 4, 2016 Author Share Posted April 4, 2016 @GBear Do you change texture directly (sprite.texture = ...) or change attachment in spine? The correct way is to use linked meshes ("duplicate" button in spine version 3) and switch them inside one slot. http://ru.esotericsoftware.com/blog/Language-support-linked-meshes Same with sprites. If you provide me and example I'll be happy to fix it Quote Link to comment Share on other sites More sharing options...
GBear Posted April 4, 2016 Share Posted April 4, 2016 @ivan.popelyshev hi ivan Quote Do you change texture directly (sprite.texture = ...) or change attachment in spine? yes. I change texture directly by 'sprite.texture =' Quote If you provide me and example I'll be happy to fix it I will give you soon.. Quote Link to comment Share on other sites More sharing options...
GBear Posted April 4, 2016 Share Posted April 4, 2016 @ivan.popelyshev hi ivan Click 'Spine that moving legs' and then it flipped and changed texture of 'legL_1' to panda this example is 'to have exchanging bug' with SkinnedMeshPatch.js http://jsfiddle.net/gbear/dLo9qxb1/50/ legL_1 is not changed to panda this example is normal (not using SkinnedMeshPatch.js) http://jsfiddle.net/gbear/dLo9qxb1/49/ legL_1 is changed to panda Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted April 4, 2016 Author Share Posted April 4, 2016 Sorry, this is not normal work with spine: slot.sprites['legL_1'].texture = texture I mean that's not documented in spine runtimes, you are using specific pixi feature that allows you to change texture.uvs on the fly. Spine attachments are a bit different, and gpupatch assumes that texture and uvs cant be changed. You have to create separate attachment for it, either in spine editor, either manually after spineData is loaded. Quote Link to comment Share on other sites More sharing options...
GBear Posted April 4, 2016 Share Posted April 4, 2016 @ivan.popelyshev T-T.. is there normal if recarete attachment? pixi's spine is not normal T-T becuase it's not set to uvs directly T-T... Other thing.. SkinnedMeshPatch.js has problem about interaction. is this ok? Actually SkinnedMeshPatch.js give me 10fps more than not using GPUPatch with 30-50 bones and many meshed textures. this is wonderful! but i can't use this T-T. Because this is not perfect to service as interaction bug, abnormal rendering, texture loading timing? if all these clear,, it will be used unconditional do you have plan to resolve that? l2 Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted April 4, 2016 Author Share Posted April 4, 2016 @GBear I thought i fixed it. Is there still problem with interaction? What kind? Quote Link to comment Share on other sites More sharing options...
GBear Posted April 4, 2016 Share Posted April 4, 2016 @ivan.popelyshev hi i'll test again with new version..and i will tell you again.. Quote Link to comment Share on other sites More sharing options...
GBear Posted April 4, 2016 Share Posted April 4, 2016 -- Quote Link to comment Share on other sites More sharing options...
GBear Posted April 4, 2016 Share Posted April 4, 2016 @ivan.popelyshev SkinnedMeshAttachment is not anywhere.. this is gone... newWeightedMeshAttachment: function (skin, name, path) { var region = this.atlas.findRegion(path); if (!region) throw "Region not found in atlas: " + path + " (skinned mesh attachment: " + name + ")"; var attachment = new spine.SkinnedMeshAttachment(name); attachment.rendererObject = region; attachment.regionU = region.u; attachment.regionV = region.v; attachment.regionU2 = region.u2; attachment.regionV2 = region.v2; attachment.regionRotate = region.rotate; attachment.regionOffsetX = region.offsetX; attachment.regionOffsetY = region.offsetY; attachment.regionWidth = region.width; attachment.regionHeight = region.height; attachment.regionOriginalWidth = region.originalWidth; attachment.regionOriginalHeight = region.originalHeight; return attachment; }, example http://jsfiddle.net/gbear/dLo9qxb1/56/ Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted April 4, 2016 Author Share Posted April 4, 2016 @GBear DERP!!! fixed! try again Quote Link to comment Share on other sites More sharing options...
GBear Posted April 5, 2016 Share Posted April 5, 2016 @ivan.popelyshev hi ivan. new pixi-spine has something wrong.. http://jsfiddle.net/gbear/dLo9qxb1/59/ see this...example leg spine that drawing only legs is normal with same pixi.spine http://jsfiddle.net/gbear/dLo9qxb1/60/ Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted April 5, 2016 Author Share Posted April 5, 2016 Wow, that IK is definitely wrong Btw, you have to run "npm install" for your version of pixi, because it does not contain "resource.metadata" somehow, and its part of latest "resource-loader" UPD. Ok, fixed, try now please! Quote Link to comment Share on other sites More sharing options...
GBear Posted April 6, 2016 Share Posted April 6, 2016 @ivan.popelyshev hi ivan.^^/ looks more good... but something wrong with ik see character's hands and dragon's feet http://jsfiddle.net/dLo9qxb1/99/ Quote Btw, you have to run "npm install" for your version of pixi, because it does not contain "resource.metadata" somehow, and its part of latest "resource-loader" yes i know that. but i'm not using yet metadata. so i'm deleting now.. if not pixi gave me error.... i will be using that soon..^^ Quote Link to comment Share on other sites More sharing options...
GBear Posted April 8, 2016 Share Posted April 8, 2016 @ivan.popelyshev hi ivan.. did you see that? Quote looks more good... but something wrong with ik see character's hands and dragon's feet http://jsfiddle.net/dLo9qxb1/99 T-T.... Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted April 8, 2016 Author Share Posted April 8, 2016 Yep, IK is a bit wrong Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted April 8, 2016 Author Share Posted April 8, 2016 Ok, try again, i think i have fixed it Quote Link to comment Share on other sites More sharing options...
GBear Posted April 10, 2016 Share Posted April 10, 2016 @ivan.popelyshev hi ivan T-T hands and feets is rotated Wrong example with new pixi.spine http://jsfiddle.net/dLo9qxb1/101/ Wrong Shot ex>Normal Shot Quote Link to comment Share on other sites More sharing options...
GBear Posted April 10, 2016 Share Posted April 10, 2016 @ivan.popelyshev hi i find different problem look face of shot this is normal on spine example this is not normal with pixi.spine (eye and mouse's line) wrong example(included upper issue(hand rotated); http://jsfiddle.net/dLo9qxb1/101/ thx.. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted April 10, 2016 Author Share Posted April 10, 2016 Yeah, I see the problem. Trying to solve it right now! Quote Link to comment Share on other sites More sharing options...
GBear Posted April 10, 2016 Share Posted April 10, 2016 @ivan.popelyshev hi. this is different question Quote Sorry, this is not normal work with spine: slot.sprites['legL_1'].texture = texture I mean that's not documented in spine runtimes, you are using specific pixi feature that allows you to change texture.uvs on the fly. Spine attachments are a bit different, and gpupatch assumes that texture and uvs cant be changed. You have to create separate attachment for it, either in spine editor, either manually after spineData is loaded. slot.sprites['legL_1'] is PIXi.Sprite. And I set texture. but there can't happen anything.. does I recreate 'Attachment' if i change parts with pixi with gpu_patch ? Can't I control PIXI.Spirte's texture on Spine if using gpu.patch? thx Quote Link to comment Share on other sites More sharing options...
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