Spine tilemap support

I hope the animations made with Spine 4 they are sending us can be converted to 3.8…

openfl-spine 1.8.2 release! :grinning:

  1. Fix: fix the problem that skeletonanimation cannot continue to play the animation when it calls play after stop.
  2. Fix: fix the blendmode rendering exception.
  3. New: added spine4 support. When needed, define it before openfl-spine: <define name="spine4"/> .

They have corresponding library versions:
Spine4 : spine-hx 4.0.2
Spine3.8 : spine-hx 3,8,1
Spine7 : spine-hx 3.6.0

1 Like

Great, it solves some problems I have with blending (I get some weird animation results) but it looks like this version can’t play animations exported as 3.8?

You need to ensure that the version of spine matches 3.8. You mainly need to pay attention to whether spine-hx is 3.8.1.

If you want to use 3.8, you don’t need to define spine4, but you need to define spine3.8

<define name="spine3.8"/>

If you specify a spine version, all your spine assets should be specified as the same spine version.

Yes I know that. But in my project I already have some 3.8 animations and newest are 4.0, so obviously I should convert 3.8 to 4.0. That is no problem.
Is there some method like gotoFrame() or specific Event in Spine animation?

I haven’t implemented this method, but it may be supported by spine itself. :thinking:

There is a some issue with skins.
If I change skin that have higher draw order (let say index 1) than previous skin (index 0), and try to go again with first skin (with lower draw order and index 0) skin index 1 stay on top.
So, should I manually reset draw order or this is bug?

spine.skeleton.setSkinByName(name);
spine.skeleton.setBonesToSetupPose();
spine.skeleton.setSlotsToSetupPose();

Usually you can solve it this way.

It wasn’t help because I use skins to switch through different animations,and images has different names.
I resolved it with creating new animation when I need to start from beginning.