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Skeleton Animator Autoreset - Setup Pose
When using the Auto Reset in Skeleton Animatior as checked. The in between animations go trough the setup pose visually.
If unchecked this doesn't occur.
But than, it will not return the skeleton to its original state. Example: returning IKs to 100%.
There is some configuration we are missing, to the setup pose don't appear in animations transitions?
This project came from spine2, is this what is causing the issue?
Can someone help?
Thanks,
Andre
http://pt.esotericsoftware.com/forum/search.php?keywords=Autoreset+-+Setup+Pose+&fid%5B0%5D=12
Hey, what version of Spine and Unity are you using?
The latest version calls Animation.Apply with an alpha of 0 and setup pose mode. So it should undo IKs just fine.
But some older versions used skeleton.SetToSetupPose which I think didn't touch IKs.
If you're using an older version, you may have to include some code to target the IK constraints too. Let us know which version so we can recommend the correct code.
Hello Pharan,
This project started at Spine V2.1.27.
But than we had to Update our Unity to Unity 2017.2.1f1 (64-bit) and later to Unity 2017.1.2f1 (64-bit).
Due to some issues in the PS4 port. But in those Unitys, the Spine V2.1.27 wasn't importing animations to Unity. It got stuck on the current amount of animations.
That is why we updated to Spine3, currently on Spine3.6.5.
That is when I noticed this issue, the setup pose popping between animations transitions.
So we are at the latest, but the Spine project born in V2.1.27.
Thank you.
Pharan đã viếtHey, what version of Spine and Unity are you using?
The latest version calls Animation.Apply with an alpha of 0 and setup pose mode. So it should undo IKs just fine.
But some older versions used skeleton.SetToSetupPose which I think didn't touch IKs.If you're using an older version, you may have to include some code to target the IK constraints too. Let us know which version so we can recommend the correct code.
Hello Pharan,
Had you take a look into this yet?
Thank you.