dartdimon

  • 10. kol. 2024
  • Pridružuje se 2. lis. 2019
  • Maybe I should try previous ( 3.8 ) version of spine runtime? Can you please guide me where I can find it?

    UPD: found it)

  • Well then. I have the balloons spine at my scene and material, attached to it by default:

    I created blank material and added to it spine's texture and height map as normal.

    When I'm trying to add new material as an spine material by dragging to spine I can't do this:

    Its shows green borders but nothing happens when I realease LMB.

    Then I tried to open spine's parent material with double clicking to the icon in details window, and added to it height map (scheme above). But also after saving this nothing is changed.

    And now I don't really know what to do make it work. Also I'm not very good skilled about materials in UE4.

  • If there some instruction to add normal/bump/height maps to my spine in Unreal Engine 4?

    I tried some material but my SpineSkeletonRenderer seems not chaning standard material to it. How to fix that?

  • Mario wrote

    You have to regenerate the Visual Studio project on the other computer as well after copying over the correct spine-cpp folder.

    Thank you for the answer!
    I did as you recommended and now copy of the compiled with spine runtime 4.0 project are running correctly.

    We discovered that on the computer with Windows 11 on it spine 4.2 beta are compiling correctly, but 4.0 runtime is not working. There is any way to try to compile stable runtime version on win11?

  • Hi there.

    Me and my friend are trying to run spine runtime with UE4 but it's not working.
    We are follow the instruction, but every time it shows the error.

    Severity   Code   Description   Project   File   Line   Suppression State
    Error (active)   E0135   class "spine::SlotData" has no member "index"   SpineUE4   D:\UnrealEngine\Unreal Projects\Spine\spine-runtimes-4.0.31.test\spine-ue4\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\Skeleton.cpp   352   
    Error C2039 'index': is not a member of 'spine::SlotData' SpineUE4 D:\UnrealEngine\Unreal Projects\Spine\spine-runtimes-4.0.31.test\spine-ue4\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\Skeleton.cpp 352
    Error C2039 'findSlotIndex': is not a member of 'spine::SkeletonJson' SpineUE4 D:\UnrealEngine\Unreal Projects\Spine\spine-runtimes-4.0.31.test\spine-ue4\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\SkeletonJson.cpp 852
    Error C2248 'spine::SkeletonData::_slots': cannot access private member declared in class 'spine::SkeletonData' SpineUE4 D:\UnrealEngine\Unreal Projects\Spine\spine-runtimes-4.0.31.test\spine-ue4\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\SkeletonJson.cpp 853
    Error C2664 'int spine::ContainerUtil::findIndexWithName<spine::SlotData>(spine::Vector<spine::SlotData *> &,const spine::String &)': cannot convert argument 1 from 'const spine::Vector<spine::SlotData *>' to 'spine::Vector<spine::SlotData *> &' SpineUE4 D:\UnrealEngine\Unreal Projects\Spine\spine-runtimes-4.0.31.test\spine-ue4\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\SkeletonJson.cpp 853
    Error C3861 'setError': identifier not found SpineUE4 D:\UnrealEngine\Unreal Projects\Spine\spine-runtimes-4.0.31.test\spine-ue4\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\SkeletonJson.cpp 856
    Error MSB3073 The command "D:\UnrealEngine\UE_4.27\Engine\Build\BatchFiles\Build.bat SpineUE4 Win64 Shipping -Project="D:\UnrealEngine\Unreal Projects\Spine\spine-runtimes-4.0.31.test\spine-ue4\SpineUE4.uproject" -WaitMutex -FromMsBuild" exited with code 6. SpineUE4 C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 45

    We are followed all the instruction completley. Our VS version is 2019. Our Unreal 4.27.2 version.


    Well, I got compiled (it was wront copied foulder spine-cpp). But at other computer error is still here, start of the topic is still actual. And by the way it's Windows 11 on it.

  • I don't know is it really bug or feature, but for me seems it definitly first.

    When I give some of my sprites names like something_something.2_2 where the last 2 can be any other number, and export the project, in atlas this sprite losts x part of it's name and it's index become other, depends of the number (although it is usually -1). Cause of this, skeleton viewer doesn't opens this spine correctly and I can't use it properly in my project (unfortunately, I can't give you a specific example file because of the NDA).

    My spine version is 3.8.84 Enterprise

    It's not really comfortable fix each time all cases with it so hope you will make it work well. 🙂

    Thank you!

  • Hello

    Seems "Only show ghosting for the selection" button works for selected bones and sprites / meshes under them.
    I have situation when all the meshes and sprites in my project are under one special bone ("sprites bone") and attached to other bones only by the weights. With this workflow selecting ghosting showing is not work for me well. :upsidedown:

    It would be great to have ghosting for sprites under the bone's weights I think. :think:

  • Hello guys!

    So, Spine have algorithms to scale outputed atlases.

    It would be great if you could mark some attachements and scale them down automatically to needed size (shadows, effects, etc). I mean at the output you could have attachements in 0.5 scale but in a 1.0 scaled atlas. It would help to save an atlas sheet size and improve performance in general. :think:

    Thank you!

  • I'll try to get permission tomorrow, but almost sure that I will not get it.


    Hello. I got the permission and prepare to send you the logs and tried to export the spineboy project.... And the issue just disappeared. 😐 but here is the logs after the spineboy export.

  • Yea, I meant 3.8.[..] ofcourse.

    I can show you screenshot. Look, the preview window is always shows just the background that I was set in the program settings (now it's just light blue). Whatever options I set it always stay the same.

  • Hello there!

    The preview in export is not working. I was try to restart the program and an OS and then was try to update (from 3.75 to 3.76 and then to 3.77) and then go to previous 3.75 version but that all it not helping.

    Actually all functions of the preview window are working (like crop and etc) but I can see only main background gradient. Sorry that I can not give you logs.

    Maybe there is some solution?

    Thanks!

  • Ok, I'll try to get the permission for this.


    I think I explained the problem not fully. This issue appears only when I creating sub bone under an existing numerated bone. And works time to time.
    Like:

    Root
    -bone10
    -| slot10
    -| bone12


    | slot11


    | bone14


    | slot12


    | bone13


    | slot13


    | bone16


    | slot14


    | bone15


    | slot15


    | bone18


    | slot16


    | bone17


    | slot17


    | bone20


    | slot18


    | bone19


    | slot19

    But if I erase number from a bone's name it works right:
    | bone


    | slot12


    | bone13


    | slot13

  • No, it looks like this:
    | root
    | –bone1
    | —slot1
    | –bone2
    | —slot2
    <...>
    | –bone x
    | —slot x

    Then I definetly selected image, cause the next slot moves under the new bone automatically:

    | –bone x+2 (After creating this bone all next bones get name "slot+1", even after renaming this bone.)
    | —slot x+1

    Bone x+1 is not exist at all, so I need to manually rename the "bone x+2" to descrease the number.

    Sorry that I can not share screenshots.