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spine-editor's Issues

Export improvements

Animation compensation

When enabled, manipulating the setup pose doesn't affect animations. Main toolbar button is disabled in animate mode.

Math expressions for transform numeric input

Currently we allow +123, +-123, /123, and *123, but with multiple objects selected it doesn't add to them individually, it adds to one and sets them all to the same value.

It would also be useful to support math expressions like 123 / 4.

Error on startup when restarting after change to QWERTZ

http://libgdx.badlogicgames.com/uploads/Screen%20Shot%202016-05-23%20at%2019.18.00-CpMFqtJCBv.png

Changed to QWERTZ in last session, never touched hotkeys.txt as i don't know where that file is located. Got this error message after restart. Error persists on subsequent restarts.

Changing back to QWERTY fixes the issue.

Skin change keys

Some challenges:

  • We need to define (or make configurable) how the attachment visibility changes when the skin changes. Current runtime setSkin behavior only sets attachments from the new skin if the corresponding attachments in the old skin were attached.
  • This feature will be less powerful, but still useful, if it can only show/hide a single skin. It is more complicated to allow it to combine skins like the Skins view, as each key needs a list of skins in the order they should be combined. Ideally at runtime there would not be allocation when setting a combined skin for each key.
  • How do AnimationState tracks work with skin change keys? Does the last applied track overwrite any skins set previously?
  • How can we handle if the user wants to set some skins manually, but use skin change keys to set or unset some other skins?

http://esotericsoftware.com/forum/viewtopic.php?f=11&t=3410&p=16674

Color chooser presets

Often the same colors are needed multiple times and copy/pasting hex values can be tedious.

2 color tinting for slots

When enabled, 2 colors can be set on a slot: a "black" color and a "white" color. Tinting is done by the sum of the black color multiplied by the inverse of the texture color and white color multiplied by the texture color.

Requires shader support that some game toolkits can't provide.

Skeleton attachments

This is an attachment that is actually another skeleton. Will need a way to key what animation the skeleton is playing.

Copy/paste vertices

Eg, from animate mode to setup mode. Should use local or world, just like copying bone transforms.

Bone splitting

Splits a bone into X bones of equal length. Much easier than creating the bones manually.

Document IK gotchas

  • If the parent IK bone has nonuniform local scale, the child local y snaps to 0.
  • If an IK constraint mix > 0 then parent IK bone local shear snaps to 0.

Clipping / masking

This is a rectangle aligned with the screen axes which clips rendering (see glScissors).

Need some way of controlling what attachments are clipped. Maybe 2 attachments are used, one to turn it on and one to turn it off. Any slots in the draw order between these two are clipped.

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