Comments (4)
@casper7609 sorry for the late reply.
The issue with your asset is that it doesn't have a default skin. When you instantiate a SpineWidget
, it calculates a bounding box for the skeleton, given its currently active attachments. Since there's no default skin, there are also no attachments, resulting in a zero-size bounding box.
In cases where your skeleton doesn't have a default skin to deduce the bounding box from, you have to set a BoundsProvider
, like in this example:
class SimpleAnimation extends StatelessWidget {
const SimpleAnimation({Key? key}) : super(key: key);
@override
Widget build(BuildContext context) {
reportLeaks();
final controller = SpineWidgetController(onInitialized: (controller) {
controller.skeleton.setSkinByName("red");
controller.skeleton.setToSetupPose();
});
return Scaffold(
appBar: AppBar(title: const Text('Simple Animation')),
body: SpineWidget.fromAsset("assets/block.atlas", "assets/block.skel", controller, boundsProvider: SkinAndAnimationBounds(skins: ["red"]))
);
}
}
Here, I pass the "red" skin as the skin to use to calculate the bounds with.
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I'm afraid I can't tell from the code what could be wrong. The code itself looks fine. Can you please share:
- Your Spine project and images
- Your .atlas, the corresponding .png, and .skel files
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test.zip
Here are the files. If you need more, please let me know :)
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Thank you! I got it working now :) Just one thing, is there a way to create default skin in the spine editor? I did a bit of searching but couldn't find a way. An explanation I found was like "Spine generates default skin when exports". I tried to create default skin in the editor but the name was preserved.
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Related Issues (20)
- [ue] The cast shadow is slightly off the skeleton's boundary when using `SpineLitNormalMaterial`. HOT 1
- [runtimes] Copy constructor for Constraints reference bones and slots of the original skeleton HOT 2
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- [godot] Crash in SpineSlotNode if SpineSprite parent does not have skeleton data set HOT 5
- [runtimes] Skeleton.getBounds() should apply clipping
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- [TS] MixDuration setter issues HOT 3
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- [ue] Quickly support UE5.4.1 HOT 1
- [godot]Rotating bones with `Gravity` of physics constraints gives different results than in the editor.
- [flutter] cpp file not found HOT 2
- [flutter] Animation may not be applied correctly to the skin bones of the mix-and-match skeleton in the Dress Up example. HOT 1
- [ts][pixi] Add `tint` property for Pixi's convention HOT 1
- [unity] SkeletonRenderTexture ArgumentException when mesh empty HOT 1
- [godot] The `Preview Skin` property of `SpineSprite` may override the skin set by code.
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