It doesn't tell you but if you watch the debug console you'll see what I mean. Also note when you load the Spine file WAIT for GM:S to finish loading and importing the file. This could be fixed later on and may very well have been hotfixed by now but it's something to keep in mind for now when using animations. We have found if all the animations contain the same frame count this doesn't happen and probably is related how GM:S handles image_index's within the software. If the 2 animations do not share the same frame count the animation will jitter, twitch, or play just a fraction of the frames in the total animation. If you use the "_ext" functions for setting animations where you can define tracks and play multiple animations at the same time, on the same skeleton, keep in mind the frame counts for your animations. Here I thought would be a good place to put some pointers in using both software's in combination and the little things we have noticed thus far using them.įirst off YoYo games put up a techblog regarding Spine and GM:S I'll link here that is a must read, but there is a few pointers worth noting in regards to the current support for Spine not mentioned. JSON files and as such our project moved over to using Spine animations directly. With version 1.3, GameMaker now supports (Officially) loading Spine. I thought I would go ahead and put a topic up in regards to GM:S and Spine.
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