Thank you guys for the answers!I have several giant characters and objects animating on the screen, and it all runs smooth. My rig is almost 8 years old (i7 920@3.6ghz and geforce 590.It's simpler than i thought.
Is it possible to manipulate the animations during the runtime then? Changing some parts of the character for example setting a different t-shirt.Does it run more smoothly? I know that classic animations can get heavy and laggy if they are large or have a lot of frames.
Is it possible to manipulate the animations during the runtime then? Changing some parts of the character for example setting a different t-shirt.I did a bit more testing, and the most efficient and quickest method to accomplish this is as follows:
Done! Use the regular "change outfit" action to change the character's t-shirt. This method keeps all the animations, and there is no need to export the character again and again from Dragonbones. Just once, and duplicate & adjust the JSON file and feed it new parts for each new outfit. And in Visionaire we only have to set up one outfit, duplicate it, and assign a different JSON file to it.
Done this way, you can have as many different parts as you like. And the memory requirements remain quite shallow, since all the character's outfits are based on small JSON files and individual parts that are re-used for the most part (no pun intended ;-)
The drawback is having so many outfits to merely switch one or more parts. Ideally we would use Lua commands to switch the parts, but I have no idea what kind of Spine support there is in Visionaire's scripting.
Perhaps Simon can chime in here to give us a list of Spine Lua commands (if any)?
Also, has anyone figured out why the character's offset versus the clicked position is acting up? Any way to solve this?