xnailbender

Hey Guys,

1. When I load my projects created w/1.08, the Setup pose is correctly orientated, but my animations are inverted 180 degrees.

2. With 1.08, when I deselect the "eye" button for an image, the image is not visible in the editor, but when I try to load the animation in the Corona simulator, it kicks an error and doesn't load.
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error: Slot.lua:25 attempt to index field '?' <a nil value>
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My guess is something isn't getting declared or read correctly from the json file when run in the simulator.

If I select the "eye" and make the image visible, the animation loads and plays as expected.

3. I've got the same open and closed brackets in my json files with 1.09 instead of braces? This crashes the Corona simulator. Lua is looking for a table and getting an index I think.

1.09 is toast because of the json formatting, so I can't tell if disabling the image visible key is still not working.

Looking forward to the video tuts, Spine rocks!

Hope this helps,

Nail
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xnailbender
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Nate

1. Can you send me the problematic project? You can attach a project file to a forum post. I don't need the images.
2. I loaded spineboy, hid the torso image, exported, loaded it with Corona, and it worked correctly. I see the error you got though, so I've made a change that should fix that, will be in 1.0.11.
3. The JSON format changed in 1.0.9. You need to export your skeletons and animations again, and also updated your Corona files to the latest Spine runtime for Corona.
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Nate

Nate
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ammarz

Just downloaded V 1.0.10 to my windows laptop and it crashes at startup, the admin security thingy is disabled.
And its an intel i7 not amd64 like in the log!
Spine 1.0.10-full
Licensed to:
Windows 7 amd64 6.1
NVIDIA Corporation
GeForce GTX 460M/PCIe/SSE2
4.3.0
Java 1.7.0_07
Oracle Corporation
Java HotSpot(TM) 64-Bit Server VM
Started.
Uncaught
java.lang.IllegalStateException: no splash screen available
at java.awt.SplashScreen.checkVisible(Unknown Source)
at java.awt.SplashScreen.close(Unknown Source)
at com.esotericsoftware.spine.editor.Editor.render(Unknown Source)
at com.badlogic.gdx.backends.lwjgl.LwjglCanvas$3.run(Unknown Source)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Gotta say, I really like the GUI and shortcuts, I can tell a lot of thought was put into it. I'll try to hack an AS3 library during this weekend and post it here when done.

Keep it up!
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ammarz
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xnailbender

Nate, the problematic project file should be attached. I've manually reset the root scales in keyframe 1 so that is not an issue to track the hide image bug.

My issue #1 (animations inverted) has been partially resolved manually but requires a bug fix on your side. When I opened this uploaded project (created in 1.08) with 1.09, the root scales changed and didn't match what was built in 1.08. 1.09 changed the root scale in all animations from .03 to -.94. The negative value was inverting the animation. I didn't notice this at first and when I reset the keyframe 1 root scale to .03 in all animations, they were properly aligned and scaled.

The bug would be with projects created in 1.08 and opened in 1.09, the root scales in keyframes are changed and I had to reset manually. This should be addressed. This would be no big deal if my root scales are only set in keyframe 1, but if changed/set in other keyframes becomes a lot of work.

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EDITED below!

My issue #2 (hiding images) is what the uploaded project file should reproduce. It kicks the lua error and crashes simulatior. FYI, the Jump1 animation tries to hide the "RocketLauncherActive" image instance and kicks the error crashing the Corona simulator. the Jump2 animation has the "RocketLuancherActive" image instance set to "visible" and does not kick the error and runs as expected. Hopefully your fix in Version 1.11 should handle this.
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Updated info to issue #2 below"

I've just noticed something that may help to debug.

If I launch the Corona simulator and FIRST play the "Jump2" animation (image = visible) it plays as expected. Then when I play the "Jump1" animation next, it plays as expected with no lua error and the image is not visible as expected. hmmm...

-------------------------------

My issue #3 has been resolved by loading the new 1.09 runtimes, I hadn't done this and now the json files are read properly.

Hopefully this helps,

Nail
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xnailbender
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xnailbender

Adding this post to insure you see my edited post above in case you've already read it
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xnailbender
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Nate

1. I don't see 1.0.8 corrupting the scale on the root bone. I tried opening your project with 1.0.8 and saving it, but it loaded fine in 1.0.9+. I also tried creating a new project from scratch with a scale of 0.03, but it wasn't corrupted. I guess we'll have to just pretend it didn't happen until we can consistently reproduce it.

2. I exported your project and tried both jump animations in Corona with the 1.0.11 Corona runtime and it didn't crash. It's hard to tell if it is correct since I don't have the images, but I think it is (nothing in the hand for Jump1).
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Nate

Nate
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xnailbender

Sorry for putting you through a wild goose chase trying to reproduce the scale corruption. I can't reproduce it either, no idea what I did wrong or what happened.

The 1.0.11 Corona runtimes are working, I'm not throwing the error with "hide" image button any more.

Thanks for the help,

Nail
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xnailbender
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