Does it also mean that the OSX version of VS5 will be with us at the same time; or this will have to wait a bit more before it's finished?
Scene with Spine imported animation crashes both Visionaire and the player.Example seems to work more or less ok in 4.2.5 - except from bizarre offset issue. I adjusted the scaling values for the way system & the animation centers for the character & it seems to sometimes walk to correct position & other times it decides to base position on the left hand edge of character sprite. Strange.
See the download link for the demo file here:
http://www.visionaire-studio.net/forum/thread/animating/9/#4...
Or download http://estructor.altervista.org/Dragonbones_test.zip
That's just cause the spine lib is badly written, no checks if fields are missing. I fixed that here, you can fix it for now if you add "hash":"", to after "skeleton":{I have been experimenting a bit more:
And I lost my work now: the original ved file was corrupted, and would not load anymore after I tested some more in v5 beta. I renamed the backup, and loaded it up in v4.2.5 - and added the "hash": entry in the JSON files. It worked, and the objects showed up, in the left top corner of the screen. But after some tinkering I now cannot enter the scene without crashing Visionaire.
All in all, my enthusiasm, expressed yesterday, has been tempered somewhat. The current implementation of Spine objects is too buggy and unworkable in production, unfortunately. Frustrating to say the least! So close, yet so far...
@SimonS Please consider either improving the Spine importer, or even better: support the native Dragonbones JSON format instead, so that every Visionaire user has direct access to an excellent freely accessible animation application. Spine is expensive, and Dragonbones does the exact same thing, but for free!
Their libraries/APIs are open source: https://github.com/DragonBones
The Dragonbones developer is very open to the idea of adding support into other applications - he may be willing to assist you in this (he's done it before with other game engines). It would also allow for smooth cross-fading between animations, removing the janks in transition between animations.
First of all, this is a beta. I didn't get any crash dumps lately. If you're using characters do NOT use the the field on the top but the field on the bottom. I cannot produce any of the points you have there. What will not happen is adding the Dragonbones SDK, I don't have time for that and it's too similar to spine. Crossfades between animations would mean changing the complete animation system, I don't see that so far.Thanks! For objects, for some reason they do not want to stay put where I place them.Animations in scenes can be moved, they have a small rectangle for that if you activate the animation tool.Animations are always positioned with 0,0 of the animation and not the top left corner to have correct scaling. This can not be changed.If you save a file, there is always a .bak file of the old version, you can rename it to ved.