I have already planned some kind of ragdoll editor. But this is step 2
Currently I work on smaller improvements and collect needs and wishes from users. I also work on the windows release for it… [import]uid: 9611 topic_id: 6327 reply_id: 22124[/import]
As a happy TexturePacker owner I would probably buy this just for the auto-generation of complex body physics shapes. There’s one problem though, caused ironically by the fact that I use TexturePacker!
Basically, I create all my physics body images at 2X size for retina and then use TexturePacker to automatically create 2x and 1X spritesheets. But the “native” resolution of my app in Corona is standard 1X, so the shapes generated by PhysicsEditor are all 2X too big. I don’t have 1X images that aren’t embedded in a spritesheet, so for me to use PE and get the right size shapes I have to dig up the original 2X art and scale it down to 1X, and import THAT into PE to do the shape detection.
Ideally, I’d like a button or field somewhere in PE to allow me to scale the resulting shapes by whatever I want (in my case 50%).
I updated those two files and got an error message popup when I tried to export the data:
Failed to write /…lua: Could not parse the remainder, *s from point.x*s, line 26, corona.lua, line 26, corona.lua, line 22, corona.lua, line 22, corona.lua, line 19, corona.lua
Also, just to be clear, due to the way my game works I’m not able to use the output lua file PE generates directly. I copy and paste the data from the shapes generated by PE into my own format. So if I understand correctly what you are doing with the scale factor I don’t think that will help in my particular case. I need the shape coordinates data itself to be the correct scale already. [import]uid: 9422 topic_id: 6327 reply_id: 23160[/import]
Sorry that it did not work. As I said - I was not yet able to test it.
What you can learn from the example above is that you can write you own expired with the exact file format that you need! You can create a custom exporter folder and set it in the preferences. In this you creae a folder mycorona and toss the files exporter.xml and the lua temlate.
Rename the exporter so it does not collide with the original corona exporter.
I’ll add scaling in the evening (about 10h). [import]uid: 9611 topic_id: 6327 reply_id: 23165[/import]
Sorry for the delay… I’ll get the new version running on weekend.
This will also add a windows version and direct import if sprites from TexturePacker.
I’ll also contain several improvements (mirror + rotate) and bug fixes…
I also added a bundle: TexturePacker + PhysicsEditor with a discount.
@yellowbanner: Would it not be better to contact physics editor’s support?
What do you think Andreas could do if you don’t even tell him your real name or order number???
He usually responds quite fast to emails. [import]uid: 39112 topic_id: 6327 reply_id: 23616[/import]
Sorry to check so late. What was the problem? Seems to be solved
If you get problems with the order just write me a direct mail.
[import]uid: 9611 topic_id: 6327 reply_id: 23694[/import]
Great work!
I have just started trying out PhysicsEditor, and it looks like it will be a very useful tool.
I’ve found a couple of bugs:
When publishing for complex shapes, a comma is sometimes missing between some of the sub-bodies’ data in a complex body’s data.
When performing a “Delete point”, often an adjacent point is deleted instead. This happens in both the Windows and Mac versions. [import]uid: 35852 topic_id: 6327 reply_id: 23766[/import]