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Problem with Local Nonuniform Scaling? #21
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Hey @AleBles , do you know which version of spinejs is in use here? I think I may need to use an older version of the editor to make compatible spine animations.. |
This library uses the latest version of spine-js, which is stuck at 3.1.08 |
Ok! I'm trying to dig into the code to see what the heck's going on with the scaling issue. Here's what I've found so far: When I do a uniform scale of a bone, it looks fine. When I do a non-uniform scale of a bone of just the X or Y axis, it doesn't look fine. I do see some kind of transform, like it's trying to shrink both X and Y axes where it's only supposed to scale down one of them. When I get rid of the scale, it looks fine (but without the scaling :( ) I've set Phaser.AUTO and double checked that Phaser is running with WebGL enabled. EDIT: I've done a minimal sample to see what's going on. It seems local scaling isn't working. The scale X and Y is locked to the world's X and Y (X being horizontal, and Y being vertical on the screen). This is what happens when we have an object like so lined up downwards and we animate Bone B to scale only its X axis:
I've attached a minimal demo and a spine project showing this problem. The animation in the editor is the correct one. |
Hi there, I just started to use this extension today, and I saw the same issue. Is there a work arround ? Thanks ! |
I've also run into this problem with the plugin - anyone made any progress with it? |
Yeah, I'm using the latest Spine ESS right now (3.4.0.2). I can see nested scales on bones transforming properly on the editor, but I noticed that it doesn't work in the current runtime. Is this because of the old runtime?
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