Hi Esoteric Team,
I am having different creatures walk on walls / ceilings in my game. If I want to rotate the creature in Spine to have them animate easily without doing a lot of work is the best solution to simple grab the root bone and rotate the creature either 90 degrees for walls or 180 degrees for ceilings?
I also wanted to know if there is a way to manually adjust the rotation of the bones on all rotation frames by a select amount, for example, and I do not think this works, could I grab the ADJUST TOOL and then select all the pertinent bones and rotational frames on a duplicated animation and then type into the rotation box +90 and it would automatically adjust all bones by 90 degrees and then I can take all root or hip motion out of the adjusted animations?
The other option, and this would take forever, is to calculate the offset of these bones translation from the primary directive bone, for me that is the HIP. I would then offset every animation by the offset per frame using strait math, on a frame by frame basis this could take me months.
Best,
Tim
P.S. The root and hip rotation trick of moving the creature does not work as the creature would warp in Unity and be offset from the location where the game actual thinks the creature is located. We have had to take root motion out of many creatures already as certain animations cause movement and thus unwanted locations are being sent to the game and mis-rendering precise enemy locations. Perhaps we could rotate the creature via the root bone and then keep all other animations for the wall the creature is located on consistent and then deal with the offset when transitioning between the floors, walls, and ceiling.