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LautrecOfCarim

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  1. Thank you for your C# implementation! I'm developing a hobby project on XNA for some time now and decided to switch from my own animation system to Spriter. I was also having problems similar to saint11, and managed to nail it down a little more. In addition to fixing the rotation to (360 - Angle), reversing the Y value, and fixing the Pivot.Y, there seems to be a problem with Y offset in case of rotation in parent-child relations. If you open ScmlReference.cs and go into ApplyTransformations( ... ) you can change the following at line 299: pChildReference.X = (Single) ( ( X * Cos ) - ( Y * Sin ) ); // Original // pChildReference.Y = (Single) ( ( X * Sin ) - ( Y * Cos ) ); // XNA: Negative Y pChildReference.Y = (Single) ( ( X * Sin ) + ( Y * Cos ) ); It works for me, I hope it helps. (Don't mind the ugly red frames and pink dots, the images are placeholders for easy debugging) This solves most problems. I'm still working on applying scale to the bones (especially negative), but it seems it can be resolved locally, after you get the timeline objects. If I manage to get a functional wrapper class for XNA I can post it later. Cheers,
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