GBear Posted December 23, 2015 Share Posted December 23, 2015 hi ivan do you have plan to optimize pixi-spine more..? Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted December 23, 2015 Author Share Posted December 23, 2015 We still have some problems with filters and interaction, but I doubt that we can make it faster. Did you stumble over example where it needs to be faster than that? Quote Link to comment Share on other sites More sharing options...
GBear Posted December 23, 2015 Share Posted December 23, 2015 which interaction? i can't understand this meaningDid you stumble over example where it needs to be faster than that? Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted December 23, 2015 Author Share Posted December 23, 2015 i can't understand this meaningDid you stumble over example where it needs to be faster than that? I think we can work on performance in case of you using filters with ALL your spine objects Quote Link to comment Share on other sites More sharing options...
GBear Posted December 23, 2015 Share Posted December 23, 2015 normally i don't use filter yet...^^; is this meaning performance can't be up more...with spine? it it right? T-T Quote Link to comment Share on other sites More sharing options...
45498106 Posted December 23, 2015 Share Posted December 23, 2015 Appeared in my testing ghosting problem, look forward to the perfect version http://www.lampstudio.net/SkinnedMeshPatch/ Quote Link to comment Share on other sites More sharing options...
GBear Posted December 23, 2015 Share Posted December 23, 2015 WIP GPU has problems with filters and interaction and texture changing It's can't change teuxtore of sprite i can't look old texture after change to new texture. and spine flicker when set filter at once(first time) i set outline filter with SkinnedMeshPatch and then first time flickered .. and then it looks good continuously Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted December 23, 2015 Author Share Posted December 23, 2015 Why do you even need to change the texture in spine? Why not use spine skins? Quote Link to comment Share on other sites More sharing options...
GBear Posted December 25, 2015 Share Posted December 25, 2015 i need to change texture to vary parts like face or hair or body to somethings.. Spine skins can't control parts.. i wanna control detail .. so i;m using changing texture Quote Link to comment Share on other sites More sharing options...
Fruityth1ng Posted February 2, 2016 Share Posted February 2, 2016 GBear, I could be mistaken, but from what I've seen Spine supports partial / multiple skins (parts), just not in the editor, it only does at runtime. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted February 2, 2016 Author Share Posted February 2, 2016 @Fruityth1ng If you show us how to do that in some Spine runtime (java/libgdx or other), I'm sure we'll do it here too Also our runtime is very specific, most of code will be removed in next version, because some parts of spine runtime are actually mirroring pixi code. Quote Link to comment Share on other sites More sharing options...
GBear Posted February 5, 2016 Share Posted February 5, 2016 On 2016. 2. 2. at 6:25 PM, Fruityth1ng said: GBear, I could be mistaken, but from what I've seen Spine supports partial / multiple skins (parts), just not in the editor, it only does at runtime. hi. @Fruityth1ng I'm controlling partial/multiple skins during runtime as changing textures of parts like hand or face Quote Link to comment Share on other sites More sharing options...
GBear Posted February 5, 2016 Share Posted February 5, 2016 @ivan.popelyshev hi ivan ^^/ this movie is not using SkinnedMeshPath.js bandicam 2016-02-05 12-14-45-538.avi it can change parts like head, hair ... but when i use SkinnedMeshPath.js i can't ... it looks not update new texture when i change texture of sprite to change parts Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted February 5, 2016 Author Share Posted February 5, 2016 Yeah, that's the problem. By the way, how many meshes are there in your spine animation? If you mostly use sprites, then you dont need gpu optimization. Quote Link to comment Share on other sites More sharing options...
GBear Posted February 6, 2016 Share Posted February 6, 2016 hi @ivan.popelyshev I'm not using mostly.. now.. because of performance on Mobile. Mesh is so heavy to handle by cpu becuase mobile cpu is very very very bad than pc mobile cpu is almost slow 10 times than pc cpu. but if it can control by gpu, it can be ... i hope so.. so mesh will be used special character like boss or special object or somewhere.. or more parts.. if performance is possible.. i'm testing continuously... if my game can play only pc. mesh will be used everywhere... now GPU-PATCH is my only hope to use mesh on my game with mobile. always thx ivan.. Quote Link to comment Share on other sites More sharing options...
GBear Posted March 25, 2016 Share Posted March 25, 2016 hi ivan .. pixi.spine is drawring wrong T-T.(not using gpu-patch) normally is very very good! I create new creature(monster) and it's using 'IK' and this issue happened this image is captured by in game this image is captured by in game but creature turn right(flipped) foot is broken. it looks because of ik... thx.. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 25, 2016 Author Share Posted March 25, 2016 Yeah, there's a problem, can you give me minimal test for it? Quote Link to comment Share on other sites More sharing options...
GBear Posted March 26, 2016 Share Posted March 26, 2016 @ivan.popelyshev hi ivan.. this is simple example for about following image http://jsfiddle.net/gbear/dLo9qxb1/23/ click character on jsfiddle;sexample, it turn left(flipped); thx.. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 26, 2016 Author Share Posted March 26, 2016 Nice, now i'll test it Quote Link to comment Share on other sites More sharing options...
GBear Posted March 26, 2016 Share Posted March 26, 2016 Quote Nice, now i'll test it ^^/ Quote Link to comment Share on other sites More sharing options...
GBear Posted March 31, 2016 Share Posted March 31, 2016 @ivan.popelyshev hi ivan.. this is very important issue for us becuase use this(spine' skew) we can reduce a lot of resources on effect of something... could you help me with pixi.spine.... pixi.spine can't control skew(spine's skew) //this is example with pixi.spine and spine's skew data http://jsfiddle.net/gbear/qg0n0a9g/ this is good movie of skew with spine on spine skew_good.avi this is wrong movie of skew with spine on game skew_wrong.avi this is spine's link and example by skew http://ko.esotericsoftware.com/blog Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 31, 2016 Author Share Posted March 31, 2016 Ok, noted. v4 and v4.1 are almost ready, I want you to test them in two-three days. Quote Link to comment Share on other sites More sharing options...
GBear Posted March 31, 2016 Share Posted March 31, 2016 @ivan.popelyshev hi..http://jsfiddle.net/gbear/Lc8zcsuo/ this is exmaple.. upper example was wrong link .. sorry.. .. Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted March 31, 2016 Author Share Posted March 31, 2016 Thank you, that makes my job much easier! Quote Link to comment Share on other sites More sharing options...
ivan.popelyshev Posted April 2, 2016 Author Share Posted April 2, 2016 On 25.03.2016 at 6:49 PM, GBear said: foot is broken. it looks because of ik... thx.. Im afraid that this problem persists in ALL spine runtimes. Flip + IK = pain. Try not to use skeleton.flipX and skeleton.flipY, instead just change the scale of entire spine object. I spent 4 hours on it and i cant find the issue, and I dont have more time on it, sorry UPD. Ok, im updating to spinev3 and it will be fixed there Quote Link to comment Share on other sites More sharing options...
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