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badlogic avatar badlogic commented on June 9, 2024 1

@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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badlogic avatar badlogic commented on June 9, 2024

I'm afraid I can't tell from the code what could be wrong. The code itself looks fine. Can you please share:

  1. Your Spine project and images
  2. Your .atlas, the corresponding .png, and .skel files

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casper7609 avatar casper7609 commented on June 9, 2024

test.zip
Here are the files. If you need more, please let me know :)

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casper7609 avatar casper7609 commented on June 9, 2024

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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