left image is proper animation on WebGL, right image is wrong animation on canvas.
It uses same Armature file from CocoStudio.
Is there any issue about canvas mode rendering cannot supports?
best regards,
left image is proper animation on WebGL, right image is wrong animation on canvas.
It uses same Armature file from CocoStudio.
Is there any issue about canvas mode rendering cannot supports?
best regards,
Can you attach the armature file so that we can test it ?
We will test it on monday
Thank you!
Yes, we are fixing it, I will check the progression tomorrow morning
Hi, @gr8tact
Sorry for keeping you waiting, we have a conclusion now. The thing is that in your animation, there is a rotation on x axis which can not be supported on Canvas. On canvas, we simply rotate the two axis together. That’s why you are facing this problem. My suggestion is that you can change your rotation animation to skew animation so that it can be displayed correctly in both Canvas and WebGL
I’m not familiar with AnimationEditor or Flash, sorry that I couldn’t be more helpful
@pandamicro I fixed this bug.
In core/renderer/rendererCanvas.js
all of the transform must be
context.transform(t.a, -t.b, -t.c, t.d, t.tx * scaleX, -t.ty * scaleY);
not
context.transform(t.a, t.c, t.b, t.d, t.tx * scaleX, -t.ty * scaleY);
This worked for me. And no side effects so far.
On my inspection, armature’s animation data cannot have rotation along 3rd axis