Amazing job with the spineHelper Hector :lol: Million thanks for sharing it and making the video tutorials
Oh! I can´t figure this out
I get an error:
spine-lua/AttachmentLoader.lua:51: attempt to concatenate local ‘type’ (a nil value)
/Users/Admin/Dropbox/CORONA/prosjekt/testSpine/spine-lua/AttachmentLoader.lua:51: in function ‘newAttachment’
/Users/Admin/Dropbox/CORONA/prosjekt/testSpine/spine-lua/SkeletonJson.lua:175: in function ‘readAttachment’
/Users/Admin/Dropbox/CORONA/prosjekt/testSpine/spine-lua/SkeletonJson.lua:136: in function </Users/Admin/Dropbox/CORONA/prosjekt/testSpine/spine-lua/SkeletonJson.lua:67>
(tail call): ?
/Users/Admin/Dropbox/CORONA/prosjekt/testSpine/SpineHelper.lua:130: in function ‘initialize’
/Users/Admin/Dropbox/CORONA/prosjekt/testSpine/SpineHelper.lua:75: in function ‘new’
I figure it has to be with my skeleton-file?! I tried using Hectors tutorial files and they work fine :wacko: I don´t understand. I do everything exactly as Hector says.
Ok! I just deleted line 51 in spine-lua/AttachementLoader.lua and now it works fine
This line:
–error(“Unknown attachment type: " … type … " (” … name … “)”)
I’m late to the party, but I wanted to thank you Hector for this awsome helper!
I’m starting to work on my animations on Spine and i’m using your module, I saw some people asked before… but how do you manage events? For example when I want another animation to start playing when the previous one ended (for example after a jump, always play run, or even better run for a bit then walk)?
I know you can do it with “state.onComplete” in the Spine runtimes, but It doesn’t look like you can manipulate them with your helper.
Anyway, the code is out there for us to modify so if i manage to change it I’ll post an updated module.
Thanks again!
I’m late to the party, but I wanted to thank you Hector for this awsome helper!
I’m starting to work on my animations on Spine and i’m using your module, I saw some people asked before… but how do you manage events? For example when I want another animation to start playing when the previous one ended (for example after a jump, always play run, or even better run for a bit then walk)?
I know you can do it with “state.onComplete” in the Spine runtimes, but It doesn’t look like you can manipulate them with your helper.
Anyway, the code is out there for us to modify so if i manage to change it I’ll post an updated module.
Thanks again!