• GCFSM for spine

Hello, I saw in your forum that your post mentioned using the gcfsm plugin as a 2d state machine. I imagine you consult the specific usage process, such as how to write logic for spine animation switching?

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Hi.

Specific to what? to use gcfsm as an animation state machine for spine? If that's what you meant, then no, there's no documentation on using gcfsm with spine for that purpose, only generic documentation on both sides.

But if you know how a state machine in a skeletal mesh works on unreal (or unity), it's easy to figure how to use a generic state machine (such as gcfsm) to manage spine animations automatically.

If that wasn't what you meant, then sorry, I didn't understand your question.

I'm not an expert, since there's still a lot of thing I don't understand yet, but if all you need is to change an animation, you can do it with the "set animation" node from the skeleton component (you have to create two components in the blueprint for the spine asset to work: a Spine Skeleton Animation and a Spine Skeleton Renderer).

Read carefully this guide, if you're only working in blueprints you can safely ignore the C++ segments:

Spine-UE4 Runtime Documentation

All the basic stuff you need to start working with spine on Unreal is there. The part where it explains the animation thing is here:

Spine-UE4 Runtime Documentation: Setting Animations.

If you're using a state machine you can ignore (for now) the "Add Animation" node, just use the "Set Animation" node to change the animation when the state machine changes and you're set.

Thank you very much for your patience, I will try to improve my animation system with other ideas, thanks again 🙂