Thanks Pharan!
A little bump after 5 months
BenRadish

- Nov 24, 2016
- Joined Nov 19, 2014
Sure! I'll just forward this to our Unity expert - will be back soon.
- Edited
Hey everybody!
We are using a file with multiple skeletons (that share the same atlas).
Everything works great until we start to use skins.
When importing the exported JSONs (that have skins) to Unity, they have problems locating their assets on the atlas (editor errors, slots don't have their attachements etc.)Do you know of a workaround? Or is this something that shouldn't be possible to begin with?
Thanks,
MichaelExactly - a feature where I could say to a texture / container / bone or a combination thereof "You shall not be exported!".
This would be useful with all kinds of animations that require mockup images for exakt positioning.
Bump
Or is this maybe possible in one of the newer versions?Aww man!
That's how I imagine your former self right now: https://www.youtube.com/watch?v=eMA2G68Y0fMEyoooo!
Hey BinaryCats! Thanks for this "walkthrough", works like a charm
Nice, thanks! I have a very similar case here, with the added bonus that the characters are really similar (= all limbs and body part graphics even have the same pixel size and all).
Mesh weights seem like the way to go
Sooo, I just read the news about the new feature, linked meshes!
It seems like that's exactly what I was looking for, right? I don't have a clue how to use it yet, thoughAlso, it seems like the Unity runtime has still to be updated to be able to import this feature, is that true?
Hmm, I haven't worked with weights yet - I'll check them out, thanks!
Have to say that I'm a bit of a noob regarding meshes and skins: BinaryCats (cool nickname btw), will your skeleton merger tool make one skeleton with mesh animations AND several skins (about 30, to be precise
)?
Also, I re-read the "Duplicatin skin"-post and now I understand it more clearly.
It would be possible to do but only if all the animations are already in place - the copying of skins is the last step, so to say. For game development, it's quite a limitation... it would be best to be able to change little details about animations up until the very end of development.Thanks guys!
Well, that's sad... The workaround from the link doesn't work for us either, we want every alien in one skeleton.Anyways, looking forward to the day both things combined will be possible
For now, I'll just go back to bone animation.
Have a fine weekend, you two!Hey guys!
We want to use Spine for a work-for-hire project, the goal is to animate little aliens (via bones AND meshes) and re-use the animations with skins.
I'm not able to make this happen because the mesh I create for one bone with a skin placeholder doesn't seem to work other skins.
Is there a way to achieve this?Thanks and cheers!
Oh, the exported json has to work in Unity3D
- Edited
Hey Mitch, sorry for the late answer.
Everything seems to work fine for us now - Im really glad I don
t have to animate in UnityAt least for ingame animations, the GUI has problems with Spine animations, no? But that`s alright.
Looking forward to your runtime, and thanks for the help so far!
Hey guys,
thanks for your answers. Yeah, we're on the pre-order beta right now.
We've checked again after your replies, and on the new version of 5 beta, it works!Didn't work on the previous ones, Unity wanted to be pointed to some files but didn't recognize them. If it helps you, Nate, I can point you to our programmer Benedikt.
So, that's a huge relief
If I'm not mistaken, the Spine runtimes are made by Nate and Mitch, right? Many thanks for that, you guys, it's really cool to have to possibility to do animation work this way
From Benedikt:
So I updated Unity3d 5 to the latest beta (13) and it seems that there has been a fix helping out with the issue. There is a nifty process step which converts old code syntax to the new interfaces. Also there was a problem, with ingestion and the *.atlas file, had to rename it to *.atlas.txt to get it working.
Furthermore I had to use the advanced texture import to get the atlas files working as sprite map and spine material without distortion (Alpha is Transperency seems to cause trouble).
One more question, are you planning on using the new Unity Sprite Features and Atlas packing?
- Edited
Hello, dear Spine team!
I'm Michael from Beardshaker Games, and I'm pretty new here, so forgive me if I've overlooked something
We have a bigger project going on right now for which I'd love to do the animations in Spine.
Problem is, we want to use Unity 5 (for the WebGL support), for which the Spine runtime doesn't work yet.Do you have a date for the Unity 5 runtime which I could calculate with?
Thanks!
Michael