I have a spriter .scon file (which I made) with 21 bones in it.
The bones have the names assigned by spriter when they were created: bone_000, bone_001,... bone_021.
Due to the sequence I created the bones some later number bones were inserted as children of earlier bones.
Each bone has exactly one sprite attached to it.
Here is the heirarchy: (indent represents child bones, the text ('bone_000') is the bone's name.
bone_000
......bone_001
............bone_002
......bone_003
............bone_004
......bone_005
............bone_006
......bone_007
......bone_008
............bone_011
............bone_012
............bone_019
............bone_020
......bone_009
............bone_010
..................bone_021
Here is the problem:
When I ask to move bone_009, the sprite attached to bone_11 moves (bone_011 probably moves, moving its sprite).
When I ask to move bone_010, the sprite attached to bone_12 moves.
If you look in the list above, the 9th bone in the list is bone_011. (I asked for 9 and 11 moves)
The 10th bone in the list is bone_012. (I asked for 10 and 12 moves)
(I'm using baxslash's excellent 'shmup' code to get me started. Hopefully that minimizes the effect of my ignorance.)
SetSkeleton2DBoneAngle(player.skeleton, GetSkeleton2DBone(player.skeleton, "bone_009"), a-110)
SetSkeleton2DBoneAngle(player.skeleton, GetSkeleton2DBone(player.skeleton, "bone_010"), a+200)
It is as though a list of bone objects was made when the .scon file was read in, but the names somehow got jumbled causing GetSkeleton2DBone to return the wrong ID for the name requested. The skeleton animates correctly, I just cannot grab hold of the bones by name.
I installed AppGameKit-V2018.05.02-Windows.zip, recently released.
I tried changing a few names but get the same result.
The bone IDs have not changed from when the skeleton was loaded, I suspect the name/bone mismatch occurred there.
Then again, maybe I made the spriter animation incorrectly. I don't know enough to be able to tell.
Any help is appreciated. Thanks.