Harald wroteThanks @Jamez0r for reporting! I just had a look at the issue ticket and noticed that you have the Solve Tangents
parameter disabled at the SkeletonRenderer
component. This will lead to incorrect normal orientation of normalmaps when animated or flipped. I have closed the issue ticket, in case you still find problems with normalmap orientation, we are happy to reopen it or create a new issue.
Also just to be sure - is it okay that I'm making those issue tickets myself? Wasn't sure if it was better to just post here, or to make the issue ticket, or to do both
It's perfectly ok to create issue tickets yourself. It is especially appreciated since you have followed our issue ticket naming scheme and provided all the necessary information right away. So thanks for your issue reports, we are happy if you open them in such a complete form.
Woohoo it's working! I checked the Solve Tangents option, which applied the lighting uniformly whether or not the Skeleton Animation was flipped, or rotated, etc. The only remaining problem was that the y-value of my normalmaps was flipped upsidedown from what was expected (meaning if I had a light above the character, it acted as though the light was underneath). I'm using Sprite Illuminator to create my normalmaps, so I simply re-exported the images with the "invert y-axis" option, and now everything is looking great! It even takes into account the rotation of each individual attachment! :grinteeth: :grinteeth: :grinteeth: I wasn't able to get that working on the lighting system I made in my previous game.
Thanks so much for the help Harald, and sorry about the confusion with the "solve tangents" option. I'm guessing that option is given so that you can choose to NOT do those calculations for Spine animations that won't be flipped or rotated to extreme angles (to save some calculations on GPU)? Very cool.
We're in a bit of a rush to finish our demo project by the end of February, but after that I'd like to make a tutorial video on setting everything up for a Unity project with 2D lights, creating and using normalmaps for Spine project, etc 8)