• Runtimes
  • [UE4] Blend Per Bone

Is there solution to use equivalent of Layered blend per bone with Spine Animation ? 🙁

The "add animation node" with different track index is great in the spine example but i would like to specify bones to consider.
For example : i have run animation and idle/attack, i want to make a run attack.
I want to blend run for the bottom and attack for the top body.
So i need to specify bone to blend (spine01 and child).

Any idea ? :think:

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This is generally not possible in any spine-runtime. We only support blending multiple animations, each of which can modify a subset of bones. In your concrete example, you'd have a run animation that only modifies the leg/hip bones, and an attack animation for the upper body. Our Spineboy example illustrates exactly that.

Ty Mario to take time to answer to all my questions, i will continue on this forum 😉
This animation pipeline is really complicated : if my up body has a lot of animations, and my down body many others animations, i need to create on spine multiple layers for each gun of my character, each vehicule...etc. It's very restrictive. And in spine i have to animate separately part of my body or my vehicule, it's not intuitive.

If I can allow myself to suggest for the roadmap : Maybe a future update could focus on improving the animation pipeline by allowing the user to act on a particular bone hierarchy with the add animation node. Focus on the two more important public game engine : unity & ue4 to democratise spine in game studios !

Thanks again for this perfect software with a very active community 😉

Could you explain why you think you have to create "multiple layers for each gun"? Did you have a look at Spine's skin feature? Skins - Spine User Guide

Also have a look at mix-and-matching Mix and Match example

Ty for the "mix and matching" link, I did not see this example. :nerd:

This is my test Mario, like you can see, there are bad blending :

  • when i blend "walk" with "head-turn"

legs are bad

  • when i blend "idle" with "attack"

leg invert in one tick, i just want to blend the up body attack.

  • when i blend "walk" and 'attack"

legs don't walk.
...

https://www.dropbox.com/s/2cyj37qotwh0ivg/spine_help01.mp4?dl=0
It's probably my fault 🙁 , it's my first integration 2D chara spine, i follow runtime examples but this is basic blend arm gun. Can you guide me? :shh:

Hi martoof,
The reason your blending did not work well is that you blend 2 animations with too many keys. Meaning, if you want to add a head-turn to your walk animation your head-turn animation should only have the animation of the head (In the example project, the head-turn animation has full body keyed). The same goes for the attack animation. Try to make a new head-turn animation where you have keyed only the head, or in case of the attack animation, if you want him to walk and slice with the sword, animate just the arm/hand. Then blend this into your walk. A good example is a Spineboy project at the beginning of this video https://www.youtube.com/watch?v=ad1yYpy1yO8&feature=emb_logo You can see how the run animation is blended with the aim animation. I believe this is what you are aiming for (no pun intended 8) )