zeuxgame

Hi, I am making a rogue like game
my character has 3 facing skeleton(1. Left and Right 2. Up, 3.Down), which switch if facing changed
what I do is to set a Idle animation at track 0
and set another animation like Attack or something at track 1
when the attack animation end it should clear the track with fade out
so I use AddEmptyAnimation

my character Setup is set to show the "Left and Right" only
so as I make character turn to Up
when empty animation happen, it make the visible reset to original setup
then when the empty one ends, it just became true empty
what I think the empty one should inherit last entry, not set to setup and do nothing
or did I miss something to setting this?

please help, thanks
zeuxgame
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Harald

I fear I don't completely understand the following paragraph of your description:
zeuxgame さんが書きました:when empty animation happen, it make the visible reset to original setup
then when the empty one ends, it just became true empty
what I think the empty one should inherit last entry, not set to setup and do nothing
or did I miss something to setting this?
Especially what do you mean by "what I think the empty one should inherit last entry"?
Could you please explain in different words what you are seeing and what you have expected to see?
Perhaps some screenshots or a video showing your problem could help.
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Harald

Harri
  • 記事: 1514

zeuxgame

Sorry, a little busy these day
i have make some gif and image to explain this

first, our character has 3 facing bones, each one is for one facing
when one facing is visible, other 2 are set to not visible
(though some parts are outside these bones in image below, just ignore them)

our animator set the side one as default and visible in Setup (the N_pose in image)


when playing animations, our animator set all Mesh Slots to not visible under other 2 facing bones



for now we play an facing down idle animation at track 0



and we play attack animation in track 1, and add an empty animation


as you can see the animation played and when it hit empty animation,
it automatically change facing bones visible because empty animation seems set the visible setting to Setup(side)

this not happened if we don't add empty animation



the above image shows that when animation end, it clean the track
but we need mixing to fade out the override animation for better look
without AddEmptyAnimation, it seems impossible
zeuxgame
  • 記事: 29

Harald

This is indeed strange when track 0 still plays the Idle_Down facing animation in a loop.

Which version of the spine-unity runtime are you using?
If you are on a recent version, could you please send us a minimal reproduction Unity project that still shows the problem as a zip package, to contact@esotericsoftware.com. Then we will have a look at what's going wrong.
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Harald

Harri
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