hi,how to use IK in unity?
[Unity] Spine Unity Examples
I will be posting more examples now that the runtime update is live.
Starting next week heh - participating in global game jam this weekend.
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xEclypze đã viếtHi Mitch! I have been searching for an example of this all over the internet but have come out empty handed, perhaps you could shed some light. The simplest way i could explain what i want to do is what your site defines as Procedural Animation. I would like to walk and shoot/attack at the same time. If there is already an example or tutorial that shows how to do this please point me in the right direction! Thanks in advance!
edit: As Pharan has pointed out I posted my own function before, what you want is:
skeletonAnimation.state.SetAnimation(track, name, looping);
@Halfbiscuit. There's no such thing as PlayAnimation
natively in the Spine runtime. That method signature also looks unusual. You must have implemented something yourself.
But yes, SetAnimation
requires that you specify a track number as the last parameter.
Setting an animation on 0, and then another on 1 will make it play both animations at the same time.
Hi ,
We are using Spine and Unity. But the issue we are facing is that on one or two frames are being lost when the same animation is exported and run using Unity. Things are fine when we use the same in Spine.
Any help will be greatly appreciated.
@Pharan Yep my mistake, I used my own function as an example.
skeletonAnimation.state.SetAnimation(track, name, looping);
is what is needed.
Also
skeletonAnimation.GetCurrent (track);
can be used to change the time scale and other variables after the animation has been set.
Hi everyone! I plan to buy Spine this weekend will this runtime support the latest version of Spine and Unity 4.6.1? thanks
Yes, it works with 4.6.1.
And you'll be in good company.
Lots of people using it (based on forum posts at least). Lots of people checking for bugs, awesome people improving it and fixing stuff.
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Mr. raptor has baked translate handle pie!
Wohoo! Spine + Mecanim love. I think there was some tool floating around last year to import Spine exports as anims, nowhere as powerful and elegant as this though.
Don't know how you're doing it but awesome job, Mitch.
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That bit in the beginning was filler.
Sure, thanks for the image, not for the totally almost-useless facts about the spine runtime skin system. XD
Pharan đã viếtThat bit in the beginning was filler.
Sure, thanks for the image, not for the totally almost-useless facts about the spine runtime skin system. XD
Crap lol, you know I recorded that video like 5 times and I totally forgot to thank you for that stuff in the last take too so here goes.
When I'm in the middle of the developing a spine-unity feature and it gets weird and I'm not sure if the UX makes sense or theres some bug, Pharan and I get on Skype screenshare and do what's called pair-programming to hash things out. Sometimes with Nate too - but he just starts posting pictures of his dog's surgically repaired butt after a while ( srsly tho he's super helpful when I am neck deep in the runtimes ).
It's so cool that this kind of advanced collaboration and knowledge pooling can occur in three totally different time zones between people that have never met in person.
Thanks for the help
Forget that. What happened to Moo's butt?
Her anal glands were filling up weekly so we had them removed a while ago. She's fully recovered now, but there was the risk of permanent incontinence and her poor bunghole was a ghastly sight. Good for waking up Mitch when he gets off topic! 8) Little Moo also had giardiasis a few months ago, I have a few bloody stool pics Mitch hasn't seen. Yet. :devil:
You know people can get giardiasis too, right?
You should have your butt checked, and your anal glands cleared. And don't touch the pizza.
Spine and Mecanim! That is seriously awesome.
Whoa whoa whoa, what........ t-minus 2 weeks til we buy this and massive prototyping happens. If we can still swap attachments for equippable items and do everything we need to make an ARPG with Spine + Mecanim I shall love thee forever. I really, really didn't want to have to work with Puppet 2d.
Majicpanda đã viếtWhoa whoa whoa, what........ t-minus 2 weeks til we buy this and massive prototyping happens.
If we can still swap attachments for equippable items and do everything we need to make an ARPG with Spine + Mecanim I shall love thee forever. I really, really didn't want to have to work with Puppet 2d.
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^ all attachments added to skeleton are stored as separate game objects with 1 mesh per attachment (Region, Mesh, or SkinMesh with weighting intact) under a parent "Slot" object (named the same as the slot was named in Spine) and their render-orders are set according to the draw order of the Setup pose (doesn't handle DrawOrder keyframes).
You are more than welcome to toggle those on and off with code Or add your own - just remember to set the renderer's orderInLayer to the right depth.
Additionally, with Unity 5 around the corner, if they do a good job implementing Mecanim graphs for arbitrary logic, you can expect a proper Spine-Unity implementation of SkeletonRenderer + Mecanim, rather than baked objects like this. That is as soon as I have time to do it
Added tutorial on how to use the new Attributes recently added to the runtime to make life easier.
This is AMAZING!!! :clap: I was really used to using Mecanim for animations before transitioning to Spine. Fantastic work Mitch! I cannot wait to integrate this. Our Alpha version of our game is almost ready and I will definitely be using a lot of these features for our beta. :rock: I know I tell you all the time Mitch, but seriously nice work, thank you soooo much!