Any chance you can send the project to contact@esotericsoftware.com then I'll take a look at it tomorrow, hard to say exactly what is going on without more information.
Unity3D and spine transit animations.
Make sure you are using the latest Spine and runtimes, this looks similar to an issue that was fixed recently.
Spine 1.8.41. Pro; I was downloaded latest runtimes, problem with head was fixed, but character's right shin steel warped in transition
Nate wroteMake sure you are using the latest Spine and runtimes, this looks similar to an issue that was fixed recently.
I suspect the right leg might be transitioning from a negative scale to a positive scale and that's why this is happening; if that's the case, it's doing what it's supposed to be doing, it's just that it doesn't look good.
Сhecked again, scale of the all bones in Spine original project is 1:1, i dont use negative scale in animation. When i find this problem thoat that is warped hiden meshes in slots and lock it deafault position in animation, but no, all meshes was fine.
So the right leg is actually a mesh? Interesting bug.
Yeah, All Gretchen's body parts is meshes.
I've not been able to put much time into it yet sorry, seeing Nate's comment about the runtime update I assumed that it would have been fixed. Will see if I can repro it in another project tomorrow.
Hi, guys! "Leg" problem was solved, i just cleaned all animations from hidden deformed meshes. And recreate leg meshes, so no more unexpectable deformations. But.... problem in Head-3 deform was back :S in this situation recreating head mesh don't give any result :bang:
I think we'll need the project to reproduce the problem. Can you email it? contact@esotericsoftware.com
Hi, I have purchased spine2.0 pro Yesterday.
I have trouble with import to Unity4.5.4.
Some animation are broken but I don't know what's going on.
This is movie of the animations on Unity.
https://dl.dropboxusercontent.com/u/757 ... mation.m4v
This is C# Script.
using UnityEngine;
using System.Collections;
using Spine;
using System;
public class SwitchAnimations : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
SkeletonData skeletonData;
void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
}
void Update(){
if (Input.GetKeyUp (KeyCode.W)){
Reset();
skeletonAnimation.state.SetAnimation (0, "walk left", true);
}
if (Input.GetKeyUp (KeyCode.A)){
Reset();
skeletonAnimation.state.SetAnimation (0, "walk right", true);
}
if(Input.GetKeyUp (KeyCode.S)){
Reset();
skeletonAnimation.state.SetAnimation (0, "Sitdown-idle", true);
}
if(Input.GetKeyUp (KeyCode.R)){
Reset();
skeletonAnimation.state.SetAnimation (0, "walk-back-Right", true);
}
if(Input.GetKeyUp (KeyCode.L)){
Reset();
skeletonAnimation.state.SetAnimation (0, "walk-back-left", true);
}
}
void Reset(){
if (skeletonAnimation.skeletonDataAsset != null) {
if (skeletonAnimation.skeletonDataAsset.atlasAsset != null)
skeletonAnimation.skeletonDataAsset.atlasAsset.Reset();
skeletonAnimation.skeletonDataAsset.Reset();
}
skeletonAnimation.Reset();
}
}
Please give me any hints.
Thanks,
change your Reset function to:
void Reset(){
skeletonAnimation.skeleton.SetToSetupPose();
}
Thanks Mitch.
It got quite better but I still have some problems on transition.
https://dl.dropboxusercontent.com/u/757 ... ation2.m4v
What should I do?
I've got an issue similar to this, SetToSetupPose() somewhat fixes this but every now and then you can see animations flicker parts they shouldn't be when transitioning, and don't look great.
SetToSetupPose() seems to be a bit inconsistent, is there not a better way to do this?
GamesByNight wroteI've got an issue similar to this, SetToSetupPose() somewhat fixes this but every now and then you can see animations flicker parts they shouldn't be when transitioning, and don't look great.
SetToSetupPose() seems to be a bit inconsistent, is there not a better way to do this?
If you want smooth transitions from one animation to another, you should set a keyframe at frame 0 of every animation for every bone, key, slot, whatever you want to crossfade properly. if you do that you dont need SetToSetupPose
Thanks,
It got better but if the animations has the both of negative scale and positive scale and it switched on mid of animation, it has problem on transition.
Should I not use the both of negative scale and positive scale?