kwarn41 Hi, in the runtimes, spinne.js, there is just that : spine.AttachmentType = { region: 0, boundingbox: 1, mesh: 2, skinnedmesh: 3 }; Thanks for you support, it is very important and very urgent 😉 EDIT : i use phaser
BinaryCats They recently re-named skinnedmesh to weightedmesh, they are the same thing. (I could be wrong?????)
Pharan They are the same thing. If you are using the latest editor, the json marks skinnedmesh as weightedmesh. I don't think spine.js is updated for the latest editor yet so it's not advisable to use because things may not load correctly or act the same, and especially if you're in a hurry to ship your game. But if your animations are simple enough and not use any new features for now, it should work fine. You can quickly test if it's ok though by changing that line from "skinnedmesh" to "weightedmesh" and all other references to it and see if everything is fine.
bneo Hey kwarn41, I am looking into using Spine to implement skeletal animations into phaser. Do you mind sharing your technological process of how you used phaser with Spine as I am aware the latest versions of Phaser does not support Spinne via Pixi anymore? Thanks
Hackerham There's up-to-date spine plugin for pixi, but it does not support pixiv2 which is used in phaser: https://github.com/pixijs/pixi-spine Also, old spine plugin for phaser is basically the same code as spine-js, you can try to port it yourself
cesarpachon I am facing the same problems (I am using spine.js with cocos2d for javascript) check my posts here: http://discuss.cocos2d-x.org/t/problems-with-spine-runtime-weightedmesh-and-shear-animation/29101 Weights crash on Cocos2d 3.10 I had experimented different hacks to the spine.js file but only got rendered the parts that doesn't use weighted meshes. I also emailed directly to esoteric software, as paid client, with no reply from them. too bad.