Hi!
Can you show me an example on how to use the skeletal animation made with cocostudio…
So far I already made the animation, and when I export it it has only the .json file,
but when i added it in a scene it is not animating…
I have a daragon.csd that hast the animation
then a dragonLayer.csd that has a background and the animated sprite(dragon.csd) inside it…
is it seems like it is not automatically animating…
how can I access this animation and play it?..
can you guys show me an example? I have search the net but their examples are already deprecated… thanks!
and btw when i said skeleton/skeletal, what i mean is bone… i dont know if it is different with armature… cuz when i drag the armature in to the scene it just a single sprite, but mine is separate images animated with bones… and when i export it cocostudio it doesnt have a plist, its just one big json file
var spineBoy = new sp.SkeletonAnimation('res/skeletons/spineboy.json', 'res/skeletons/spineboy.atlas');
From the post v3.7.1 Cocos2d-x&JS v3.7.1 is released v3.7.1 and Cocos 2.3.2, we are providing a new skeleton animation system which is different from Armature.
which stated skeleton is different from Armature.
Hey thanks, but I already found the solution…
I just find the child node containing the animations and play the animation based on the frames that i want to play… thanks man…
Hi, since you got it to work maybe you can help me do the same
I have a skeleton animation I made in Cocostudio 2. I’m using Cocos2d-JS v3.7.1. The animation is 30 frames, and I named it “dance”. here’s my code:
var skeleton = ccs.load (res.Skeleton_json);
this.addChild(skeleton.node);
skeleton.node.x = size.width/2 + 100;
skeleton.node.y = size.height/2;
var action2 = skeleton.action;
if (action2)
{
skeleton.node.runAction(action);
action2.play("dance",true);
}
I get a syntax error when I run it:
SyntaxError: unreachable code after return statement
in CCSpriteFrameCacheHelper.js
here is the function, I think:
/**
* Returns texture atlas with texture.
* @param texture
* @returns {*}
*/
getTextureAtlasWithTexture:function (texture) {
//todo
return null;
var textureName = texture.getName();
var atlas = this._textureAtlasDic[textureName];
if (atlas == null) {
atlas = new cc.TextureAtlas(texture, 20);
this._textureAtlasDic[textureName] = atlas;
}
return atlas;
},
Anyone know if that’s a bug, or if I’m doing it wrong?
The function is buggy… the line just below “//todo” is returning null regardless of the input. i think you need to remove the 3rd line of the function quoted below: