在spine中制作的动画,导入unity通过skeletonAnimation.AnimationName播放,逐帧查看存在这翻面状况,sping中每帧都未制作反面,如何可以在unity中按帧播放,不需要为每一帧进行补帧?

  • Misaki đã trả lời bài viết này.
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    muye12 If you want to reduce the number of updates of the skeleton components, please see the example scene Spine Examples/Other Examples/FixedTimestepUpdates. The skeletons in this scene use example components named SkeletonAnimationFixedTimestep which demonstrate custom updates.

    • muye12 đã trả lời bài viết này.

      Misaki 谢谢,但是我使用了这个方法,动画还是存在折叠情况

      • Misaki đã trả lời bài viết này.

        muye12 If you do not want to show interpolation while inverting by scale, you might want to make the curve a Stepped curve in Spine. See the following section of the Spine User Guide for more information on the types of curves:
        https://zh.esotericsoftware.com/spine-graph#%E6%9B%B2%E7%BA%BF%E7%B1%BB%E5%9E%8B

        • muye12 đã trả lời bài viết này.

          Misaki 抱歉,我不太了解spine编辑器的使用,我还是想通过代码的方式,我的理解是上面的例子是给动画设置播放的时间位置。
          例如一个动画 1s,第一帧设置个0.03,就是spine动画播放的位置,如果我加入了timescale=0.5,时间位置是否就是0.015的位置吗?

          • Harald đã trả lời bài viết này.

            muye12 例如一个动画 1s,第一帧设置个0.03,就是spine动画播放的位置,如果我加入了timescale=0.5,时间位置是否就是0.015的位置吗?
            For example, if an animation is 1s, the first frame is set to 0.03, which is the position of the spine animation to play.

            Note that the very first frame is at time 0.0, the second frame is at 1/30 (roughly 0.03) if your animation was created at 30 FPS. If your animation goes from 0.0 seconds to 1.0 second, it would have 31 frames at 30 FPS.

            If you set trackEntry.TimeScale or AnimationState.TimeScale to 0.5, it's still the same 1/30 for the second frame, only the added delta-time is multiplied with the TimeScale. Setting trackEntry.TrackTime is not affected by TimeScale (see the documentation here).

            • Misaki đã thích điều này.