Harald wroteeprime wroteAfter write code and rewrite part of spine runtime, now I'm eable to use spine in 3D space
Great to hear! Was the normal use of the effect.World
matrix not sufficient for your tasks (as pointed out in my first task)? I'm just curious why a rewrite was necessary for you here, just offsetting an object in Z direction is normally done via the object's world matrix (elsewhere called model matrix).
I have only add the proprity Z position to skeleton and add it to the SkeletonRender on the Draw funtion 🙂
now I can set z for every single Skeleton.
"rewrite" it's too big a term, I should have added a few lines of code :nod:
now I must find appropriate settings of the camera for render spine model without scale too much.
Our target is to create an engine editor for create a videogame like Ori and the blind forest, and for now it's going great
could you add the code in github too? they are few rows
with this anyone who wants use perspective camera can do it
in Skeleton.cs
row 48
internal float x, y, z; //add z float
...
after Y row 65
public float Z { get { return z; } set { z = value; } }
in SkeletonRenderer.cs
row 214
itemVertices[ii].Position.Z = attachmentZOffset + skeleton.Z;//add Z
the only thing to do if use a perspective camera is to flip Y skeleton bone, in orthographic instead are correct