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License: MIT License
DragonBones DesignPanel
License: MIT License
I can't install the extension. says it requires Flash version 11 or higher. I have the latest versionl
Using DesignPanel v.3.0.1
When Export Scale == 1, Design Panel exports 2048x2048 image.
But when I change Export Scale to 0.75, 2048*1320 image is exported.
Hello,
I'm using the last version of DragonBones Panel but I have an error when I try to import my item.
I'm usgin this default settings:
I don't have this error on other .fla.
Here the .fla
https://dl.dropboxusercontent.com/u/34379764/Partage/craven.fla
Thanks.
Working on a job that uses version 2.3 of this software, trying to develop a work around but this would be ideal!
When I tried to import "Selected Items" using the "SkeletonAnimationDesignPanel" it showed an error "Cannot find any skeleton item in the library of Fla The following JavaScript error(s) occurred:
TypeError: _frame.elements has no properties
!"
I tried this in 4 computers, 2 are 32-bit windows computer, 2 are 64-bit windows computer, all the 32-bit computers can import while the others cannot, would the problem be the 64-bit or maybe something else?
We have already updated to the latest version and created an account on Egret and even so the error, because we are in Brazil this interferes with the login.
纹理集显示边界,支持放大缩小,方面看纹理集的大小和布局(原来需要导出了看,有时需要调整部件图片大小,保持纹理集在一个合理的尺寸)
DragonBones is a awsome tool.
But i need command line for export, this will make us export resource faster
When I trying to set x2 export scale for the 2048x2048 texture, it crashes with exception (Error #2015: Invalid BitmapData), but it can't be more than 4096x4096 even if 2048x2048 spritesheet packed up to the limit.
1. Export to spine animation and select version 3.0 or 2.1 - after complete header only for version 3.
Any timу header writed as 3.3.07 version
2. Deferent headers in JSON files
original Spine export:
{"skeleton": { "hash": "0zd+6ZsiWjtfX5qEXztRGdU37Vs", "spine": "2.1.27", "width": 1223.7, "height": 1052.38, "images": "./images/" }
DragonBone exported:
{"skeleton":{"images":"./image/","spine":"3.3.07"}
In example Spine file i'm see other data as hash, version width and height
After edit exported file and write my width and height include (128,256), i see it
3. Deferen header in atlas files without width and height
original Spine export:
raptor.png size: 2048,1024 **<< HERE CORRECT ATLAS SIZE** format: RGBA8888 filter: Linear,Linear repeat: none
DragonBone exported:
Hero_tex.png size: 0,0 **<< HERE ZERO ATLAS SIZE** format: RGBA8888 filter: Linear,Linear repeat: none
After import in my project - not work Atlas.
RESULT - WRONG MORE EXP. WRONG GENERATE ATLAS
Official Spine example
https://yadi.sk/d/HLzybNmP3En2Vg
i have made an animation in spine with an sprite changed it's scale from 0,0 to 1,1 at time 0.5,and in dragonbones panel i found that it is 1,1 all the time.
sorry for my bad english
我用FlashBuilder4新建了Flex Porject,导入了SkeletonAnimationLibrary.swc之后直接编译的话会有Unable to resolve resource bundle "resources" for locale "en_US". 的错误.
加入 source-path=./locale/{locale} 之后变成一个警告,但是能便已过了.
看bin-debug下有一堆文件生成了,但是还是不知道怎么生成zxp文件?
而且我点debug还是不能运行.
麻烦能介绍下怎么生成zxp文件吗?
新手问题,不胜感激!
Hello I'm using DragonBones V3.0.0 but I got this issue:
Every time i change the value it changes into "Not A Number" and blocks whole plugin (and my animation object disappears from the window)
As there are a lot of game developers like working on this platform with our favorite tools.
http://dragonbones.effecthub.com/doc/DBSkeletonDataFormatSpec_V2.4_cn.xml
timeline
下的frame
节点的tweenEasing
属性,没有补间的情况下会不添加该属性,我查看dbcpp的源码看到,如果没有该属性,会设置默认值1.0,这些没有文档上没有表现出来。
实际 _tweenEasing 的值会有这些值, [-1, 0) 0 (0, 1] (1, 2] NaN
(在dbcpp的源码中找到)。
建议:
目前嘗試用3.01做導出之後發現,hit area(rectangle)是隸屬於skeleton(armature),
我的建議是:能否將hit area改成隸屬於animation,且擁有timeline(frames),讓碰撞範圍可以隨著動作演出而不斷做變化。
下面提兩個案例做參考:
案例一:
我有3個動作,各自需要不同形狀的碰撞範圍,以現行的設計來說…
我就會需要建立3個碰撞範圍圖層,並且在動作播放時特別去找到對應的碰撞範圍來做碰撞偵測
比較不直覺,但還能接受。
案例二:
我今天有一個動作,
在15幀的時候角色是蹲下的,所以碰撞範圍需要比較小20幀是站起來,而且還會動,所以碰撞範圍理應要跟著動作演出不斷地在變化,
在6
但以目前的hit area設計來說,是很難實現這點。
我所想像的數據格式是這樣(我是美術人員)
--某個動作
--某個碰撞範圍
--這個碰撞範圍會隨著frame做變化
--動作演出的timeline
*那rectangle跟原本一樣是可以擁有多個
Skeleton Data Name is saved but
Skeleton Data File Name
Texture Data File Name
Texture File Name
is not saved.
I tried importing with the default settings; it didnt' work because my bitmaps were 528px high each (there were 4) and the texture packer didn't have enough real estate within the default 512px height.
however, the error dialogs were very confusing and ultimately locked up the panel.
RangeError: Error #1125: The index 1 is out of range 1. (BUTTON IN ASIAN CHARACTERS)
After clicking the only button, the following dialog was also entirely in asian characters so I'm afraid I can't type it in here.
Thanks!
Where can I get the full specification for the 4.0 and 4.5 data format?
Hello! I would like to try to export my character from Dragon Bones to Spine format for using the Spine API. But I ran into a problem:
Error reading skeleton JSON file for SkeletonData asset: Hello_SkeletonData
The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2 [System.String, System.
Object].get_Item (System.String key) [0x000a2] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150
at Spine.SkeletonJson.ReadSkeletonData (System.IO.TextReader reader) [0x0006a] in D:\Program Files\Unity\PROJECTS\Testing\Assets\Spine\spine-csharp\SkeletonJson.cs:101
at Spine.Unity.
SkeletonDataAsset.ReadSkeletonData (System.String text, AttachmentLoader attachmentLoader, Single scale) [0x0001a] in D:\Program Files\Unity\PROJECTS\Testing\Assets\Spine\spine-unity\Asset Types\SkeletonDataAsset.cs:198
at Spine.Unity.SkeletonDataAsset.
GetSkeletonData (Boolean quiet) [0x000b2] in D:\Program Files\Unity\PROJECTS\Testing\Assets\Spine\spine-unity\Asset Types\SkeletonDataAsset.cs:153
UnityEngine.Debug:LogError(Object, Object)
Spine.Unity.SkeletonDataAsset:GetSkeletonData(Boolean) (at Assets/Spine/spine-unity/Asset Types/SkeletonDataAsset.cs:157)
Spine.Unity.Editor.
SkeletonDataAssetInspector:InitializeEditor() (at Assets/Spine/spine-unity/Editor/SkeletonDataAssetInspector.cs:115)
Spine.Unity.Editor.SkeletonDataAssetInspector:OnEnable() (at Assets/Spine/spine-unity/Editor/SkeletonDataAssetInspector.cs:75)
UnityEditor.AssetDatabase:CreateAsset(Object, String)
Spine.Unity.Editor.
SpineEditorUtilities:IngestSpineProject(TextAsset, AtlasAsset[]) (at Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs:1228)
Spine.Unity.Editor.SpineEditorUtilities:ImportSpineContent(String[], Boolean) (at Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs:667)
Spine.Unity.Editor.SpineEditorUtilities:OnPostprocessAllAssets(String[],
String[], String[], String[]) (at Assets/Spine/spine-unity/Editor/SpineEditorUtilities.cs:608)
UnityEditor.AssetPostprocessingInternal:PostprocessAllAssets(String[], String[], String[], String[], String[])
UnityEditorInternal.InternalEditorUtility:ProjectWindowDrag(HierarchyProperty, Boolean)
UnityEditor.DockArea:OnGUI()
I kind of found a problem. In the Spine-Unity API, I came across a function of the SkeletonDataAsset class, whose purpose is to convert from a Json.txt file, into an atlas file needed to work with the Spine-Unity API. But in my Json.txt file, which was given to me by Dragon Bones (of course I indicated that I want to export to Spine format), some data are missing,
when Json is deserialized.
Look on the screen( https://ibb.co/jVes6m ), the function searches inside my file (Json.txt) for the string [spine], but it is not there.
到底怎么导入啊?,给的样例导入都没有问题,为什么自己新建了一个fla,加了两张图,但是导入的时候却显示:
“ReferenceError: Error #1069: 在 flash.display.AVM1Movie 上找不到属性 getChildAt,且没有默认值。”
是需要用模板创建还是需要什么jsfl什么的?,新手完全不会啊。。
DataFormat: dataJson
TextureFormat: texturePng
Can't set float export scale, it automatically sets to NaN, exporting x1 texture
动画师在制作动画时有这个全局调整缓动的功能比较方便:
在flash里看不到骨骼联动关系,在panel里全局调整可以看到大概效果,然后去flash里面精调;
一些简单的动画可以直接在panel里设置全局缓动;
是否可以支持背景功能,因为大部分的动画都要放到背景里面看,但是背景不用导出到纹理集中,就是单个骨骼有一个特殊的命名?
Each time we export the project we have to set outputpath and other options.
It would be nice that theses options are saved with the project to avoid boring setup at export.
Thanks.
Hey guys, is there any known issues with DragonBonesDesignPanel and Flash CC 2015?
I can't find the dragon bones panel. I downloaded the latest one: https://github.com/DragonBones/DesignPanel/blob/dev/DragonBonesDesignPanel.zxp
I was trying to export this animation and I hit an issue with the z order of the iris, if you try to export the snargg element in the _export folder you will notice that the eyeballs are in front of the iris. They are in the right z order in Flash.
File: https://drive.google.com/file/d/0B1aW2_rMr_8cTF9uaWM4MzZsTE0/view?usp=sharing
I'm getting an error when trying to import armatures from .fla file. Import worked fine on these files in v2.4.1.
The error:
"The following JavaScript error(s) occurred:
TypeError: nameList has no properties
import armature error"
Also on some files I'm getting "import texture error" without any details.
Do you guys plan to support graphic symbol exportation? If yes, do you have an estimated delivery date?
DragonBonesDesignPanel.zxp2.4.1不支持flash cc 2014
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