• Runtimes
  • [Unity] Editor Integration Improvements

Related Discussions
...
Mitch đã viết
Snazzlebot đã viết

The skeleton utility script looks amazing Mitch, thanks for all the work. Can't wait to try it!

It's comin 🙂 I'm probbbbably going to wait for IK support from Nate just to keep the codebase nice n' clean. Maybe they'll come out at the same time :think:

In other news Pharan made this for my birthday today.

Totally nailed the caricature hahah... :rofl:

Happy Birthday! And thank you so much for this.
Can't wait!

This is really awesome work and now the integration looks really professional! This is the love that the Unity editor support needed.

Some more gizmo info in the scene view would be great, for debugging, designing etc (icons with slot names attached to each slot, current slot name, rotation, bone length etc that you can toggle on/off)

Some more things I'd like to see (and now I'm just thinking greedily and maybe things like this belong in examples 😉 ):

  • For the ragdoll effect - I'd love to be able to apply it interactively like in the "Clumsy Ninja" app so if I pick up one of my characters by 1 of its bones at runtime, then it "hangs" realistically from the selected bone until the character is placed on the ground again https://itunes.apple.com/se/app/clumsy-ninja/id561416817?l=en&mt=8
  • A built-in helper to provide "look-at" support for eyes. After setting up which bones are eyes and pupils and the extent of the eye whites, then a simple script attached at runtime to a game object should allow the eyes to look at and follow the movement of it. A similar script could be used for targeting systems too for weapons that should point at a crosshair game object or at a target.
  • Like you intimated in the video, automatic creation of colliders based on the mesh would be great

Look at support for eyes can be done with IK. Since the IK target is a bone, using Mitch's magic you can just move the BoneComponent GameObject where you want and set the mix so it is fully controlling the IK target bone.

Nate đã viết

Look at support for eyes can be done with IK. Since the IK target is a bone, using Mitch's magic you can just move the BoneComponent GameObject where you want and set the mix so it is fully controlling the IK target bone.

Cool! But is there runtime support for IK yet? Or we don't need it at runtime?
How would we set this up? I can't wrap my head around how it would work :bang:

IK runtime support is coming soon. Set an IK constraint so the eye bone always points to the eye target bone. Use Mitch's stuff to move the eye target bone where you want and the eye bone automatically rotates to point at it.

Nate đã viết

IK runtime support is coming soon. Set an IK constraint so the eye bone always points to the eye target bone. Use Mitch's stuff to move the eye target bone where you want and the eye bone automatically rotates to point at it.

OK, sounds great! I'd love an example from Mitch when this is all in place. Everything is so bleeding-edge at the moment that I can't see all of the moving parts or how to use them 😉

From other posts I see that IK runtime support for Unity will be coming in the next week or so - would be great!

mark đã viết
Nate đã viết

IK runtime support is coming soon. Set an IK constraint so the eye bone always points to the eye target bone. Use Mitch's stuff to move the eye target bone where you want and the eye bone automatically rotates to point at it.

OK, sounds great! I'd love an example from Mitch when this is all in place. Everything is so bleeding-edge at the moment that I can't see all of the moving parts or how to use them 😉

From other posts I see that IK runtime support for Unity will be coming in the next week or so - would be great!

Yep - I'm waiting on Nate to get the true Spine-IK stuff ready so I can be sure to support it 100% with SkeletonUtility. Also, rxmarcus posted a video of runtime IK working using my bleeding edge Spine Extensions with an IK rig and gun controller I whipped up for it - that code will also go out soon too; just would rather release it when all the IK stuff goes live to avoid codebase overlap and confusion 🙂

Not sure if this is a Windows thing but the material generation was failing for me because there were rogue spaces in the atlas.txt files I was ingesting. I've edited SpineEditorUtilities.cs to fix it and made a pull request to the spine-runtimes repository.

4 ngày sau
Mitch đã viết
mark đã viết
Nate đã viết

IK runtime support is coming soon. Set an IK constraint so the eye bone always points to the eye target bone. Use Mitch's stuff to move the eye target bone where you want and the eye bone automatically rotates to point at it.

OK, sounds great! I'd love an example from Mitch when this is all in place. Everything is so bleeding-edge at the moment that I can't see all of the moving parts or how to use them 😉

From other posts I see that IK runtime support for Unity will be coming in the next week or so - would be great!

Yep - I'm waiting on Nate to get the true Spine-IK stuff ready so I can be sure to support it 100% with SkeletonUtility. Also, rxmarcus posted a video of runtime IK working using my bleeding edge Spine Extensions with an IK rig and gun controller I whipped up for it - that code will also go out soon too; just would rather release it when all the IK stuff goes live to avoid codebase overlap and confusion 🙂

Cool! Really looking forward to it all coming together and seeing the cool examples.
I did see the rxmarcus video and it's very nice 🙂
I'm totally into Unity now (and Spine of course 😉) so I really appreciate the extra Unity love with the simplified workflows and any cool examples 8)

This looks very cool, looking forward to it.

Got a question though, I've been using 2d toolkit primarily for 2d development in Unity. Is this tool compatible with 2d toolkit?

If not, is this extensible enough so that I could add some sort of mediator between this and 2d toolkit?

Thanks, and again, looking very sweet.

Got a question though, I've been using 2d toolkit primarily for 2d development in Unity. Is this tool compatible with 2d toolkit?

It will be. 2DTK gave me a free license a week or so ago, been too busy to get to it but yes, it will be supported as well 🙂

very cool, thanks 🙂

6 ngày sau

Mitch,
this looks awesome and I am really looking forward to it. 🙂
I would like to ask if there is any ETA for the skeleton utility to go live?

Ivanneke đã viết

Mitch,
this looks awesome and I am really looking forward to it. 🙂
I would like to ask if there is any ETA for the skeleton utility to go live?

Waiting for Nate to get IK into the runtimes! There are some breaking changes in regards to update-order that can happen with IK so I figure might as well release it all when its sorted out.

20 ngày sau

Hey! Sorry for nagging, but when is this coming?

Very soon, maybe today? Mitch has done some super amazing stuff! It's really impressive.

Actually I just noticed this is in the official runtime repository already! Everything related to the new import seems to be working now. It's fantastic.
Is there anything I'm missing?

The new import is in but Mitch has done much more. He has a way of generating GameObjects that follow bones, similar to BoneComponent, and can also do the opposite: modifying the GameObjects can modify the bones. This leads to some really fancy rigs. You can leverage Unity's physics for parts of your skeleton, keep feet on the ground with IK, etc.

Just wanted to give a heads-up for the following video from Unite 2014. They demoed creating a 2d character with the help of the new 2d hierarchy, some IK scripts and then animated in mecanim.
What might be interesting here is the way they have integrated support for IK with handles and gizmos for angle limits.
Who knows - this might be able to be Mitch-ified? 😉

Unite 2014 - 2D Best Practices In Unity http://youtu.be/HM17mAmLd7k
Example code - https://www.dropbox.com/s/kmssm4bc4saezvv/Unite%20Seattle%202D%20Examples.zip

It's neat, though with pretty painful setup and animating. Also the CCD IK isn't deterministic and uses more CPU. The angle limits are nice and we'd like to support that. Spine's IK is only the first version. 🙂