Hello, guys.
Browsing through the "mix-and-match" example from http://esotericsoftware.com/spine-examples-mix-and-match I found something strange that I believe I should share:
Repro steps:
1) Open the mix-and-match-pro.json as text
2) Find the "arm-front-up-3" bone in the skeleton bones json object
3) Notice that its X value is 132.36, also "arm-front-up-4" is using it as a parent. The 132.36 is incorrect offset, as it is from a non adjacent bone
4) Open the mix-and-match-pro.spine in Spine and select "arm-front-up-4", "arm-front-up-3" and "arm-front-up-2" in this sequence
5) Notice that their order is incorrect
6) Click the bones in the order defined in the "mix-and-match-pro.json" "arm-front" path constraint (which is the correct order):
"bones": [ "arm-front-up-2", "arm-front-up-6", "arm-front-up-5", "arm-front-up-4", "arm-front-up-3", "arm-front-up-7" ],
7) Notice that the order defined in the "path" is correct, while the one displayed in the Spriter graph (and in skeleton bones) is inconsistent
This means that unless the path constraint is applied, so the bones receive their positions in the correct order, the bones may appear incorrect in user application. Also their hierarchy is displayed incorrectly in Spine graph now.
In my opinion, the bones created for the control must always follow the same logic and their parent-child hierarchy must match the order in the path constraint, so the parent-child links in skeleton.bones will have them correct.
I also want to give the following suggestions:
- Add ability to move animation up/down in animation list. I were not able to do that despite moving animations in the .json file and importing it back
- Add ability to hide the Shear Transform for the ones like me that never use it, so the menu looks less messy and arrange better with the other tools