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SpineDataInfo.txt
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SpineDataInfo.txt
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Settings = {
string: Prefix = "Spine"
string: Postfix = "Data"
string: EnumPostfix = "Enum"
}
= {
Skeleton: skeleton
Bone[]: bones
Slot[]: slots
IKConstraint[]: ik
TransformConstraint[]: transform
PathConstraint[]: path
Events: events
Skins: skins
Animations: animations
}
Skeleton = {
string: hash
string: version
float: width
float: height
string: images(editor)
}
Bone = {
string: name
string: parent
float: length
enum[normal, onlyTranslation, noRotationOrReflection, noScale, noScaleOrReflection]: transform = normal
float: x
float: y
float: rotation
float: scaleX = 1
float: scaleY = 1
float: shearX
float: shearY
bool: inheritScale = true
bool: inheritRotation = true
Color: color(editor) = 0x989898FF
}
Slot = {
string: name
string: bone
Color: color = 0xFFFFFFFF
string: attachment
enum[normal, additive, multiply,screen]:blend = normal
}
IKConstraint = {
string: name
int: order
string[]: bones
string: target
float: mix = 1
bool: bendPositive = false
}
TransformConstraint = {
string: name
int: order
string: bone
string: target
float: rotation
float: x
float: y
float: scaleX = 1
float: scaleY = 1
float: shearX
float: shearY
float: rotateMix = 1
float: translateMix = 1
float: scaleMix = 1
float: shearMix = 1
}
PathConstraint = {
string: name
int: order
string[]: bones
string: target
enum[fixed,percent]: positionMode = percent
enum[length, fixed, percent]: spacingMode = length
enum[tangent, chain, chainScale]: rotateMode = tangent
float: rotation
float: position
float: spacing
float: rotateMix = 1
float: translateMix = 1
}
Attachment = {
enum[region,mesh,linkedmesh,boundingbox,path]:type = region
string: name
string: path
float: x
float: y
float: scaleX = 1
float: scaleY = 1
float: rotation
int: width
int: height
Color: color = 0xFFFFFFFF
float[]: uvs
int[]: triangles
float[]: vertices
float[]: hull
int[]: edges(editor)
string: skin
string: parent
bool: deform = true
int: vertexColor
bool: closed = true
bool: constantSpeed = true
float: lengths
}
Attachments = <string,Attachment>
Skin = <string,Attachments>
Skins = <string,Skin>
Event ={
string: name
int: int
float: float
string: string
}
Events = <string,Event>
RotateKeyFrame = {
float: time
float[]: curve = [0,0,1,1]
float: angle
}
VectorKeyFrame = {
float: time
float[]: curve = [0,0,1,1]
float: x
float: y
}
BoneTimeLine = {
RotateKeyFrame[]: rotate
VectorKeyFrame[]: translate
VectorKeyFrame[]: scale
VectorKeyFrame[]: shear
}
BonesAnimation = <string,BoneTimeLine>
AttachmentKeyFrame = {
float: time
string: name
}
ColorKeyFrame = {
float: time
float[]: curve = [0,0,1,1]
Color: color = 0xFFFFFFFF
}
SlotTimeLine = {
AttachmentKeyFrame[]: attachment
ColorKeyFrame[]: color
}
SlotsAnimation = <string,SlotTimeLine>
IKConstraintKeyFrame = {
float: time
float[]: curve = [0,0,1,1]
float: mix
bool: bendPositive
}
IKConstraintsAnimation =<string,IKConstraintKeyFrame[]>
TransformConstraintKeyFrame ={
float: time
float[]: curve = [0,0,1,1]
float: rotateMix = 1
float: translateMix = 1
float: scaleMix = 1
float: shearMix = 1
}
TransformConstraintsAnimation =<string,TransformConstraintKeyFrame[]>
DeformKeyFrame ={
float: time
int: offset
float[]: vertices
float[]: curve = [0,0,1,1]
}
DeformTimeLine =<string,DeformKeyFrame[]>
DeformSlotTimeLine =<string,DeformTimeLine>
DeformsAnimation =<string,DeformSlotTimeLine>
EventKeyframe ={
float: time
string: name
int: int
float: float
string: string
}
DrawOrderSlotKeyFrame={
string: slot
int: offset
}
DrawOrderKeyFrame ={
float: time
DrawOrderSlotKeyFrame: offsets
}
Animation = {
BonesAnimation: bones
SlotsAnimation: slots
IKConstraintsAnimation: ik
TransformConstraintsAnimation: transform
DeformsAnimation: deform
EventKeyframe[]: events
DrawOrderKeyFrame[]: draworder
}
Animations = <string,Animation>