• RuntimesUnity
  • Creating Cutscenes with Spine Timeline

Hello forum!

Here I am again, with a brand new issue.

I'm working with the spine timeline tool following this video:

But I have no idea of how to include in the timeline itself a spine object movement from point A to B in T time.

In other cases in the same project I'm using DOTween, but I don't know if it is necessary to work with it using Spine's Timeline...

Any advice is welcome!

Thank you in advance!

  • Harald がこの投稿に返信しました。
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    Yimec But I have no idea of how to include in the timeline itself a spine object movement from point A to B in T time.

    I'm not sure I understand your question correctly: do you mean that you want to move the whole SkeletonAnimation GameObject? For this you don't need anything of the Spine Timeline extension package features, you would just move the GameObject Transform via Timeline as you normally would. If you meant something else, please let us know.

    In other cases in the same project I'm using DOTween, but I don't know if it is necessary to work with it using Spine's Timeline...

    DOTween basically just interpolates float or vector values over time, offering different easing types on top. What exactly do you want to achieve?

    Hey @Harald, thanks for your quick response!

    I have my character in position A and I want to move it towards B.

    This is my timeline setup:

    As you can see, I achieved to manage sounds and animator animations, as well as spine animations.

    However, I want to move the character as marked in the timeline screenshot. What kind of component should I use or how?

    Thank you for your help!

    Ok, I found it.

    It was way more simple than expected.
    I only had to "record" the position in both points and that's it.

    Thank you anyway, much appreciated!!

    • Misaki が「いいね」しました。

    @Yimec glad to hear you've figured it out! Yes, SkeletonAnimation can be used as any normal GameObject in regards to manipulating its Transform values. SkeletonAnimation just fills its MeshRenderer every frame with the updated mesh and materials.

    Hi there again, I think this is an issue with the spine timeline addon.

    Once the timeline finishes, no animation is played until a new method calls it. On the awake of my character I set the idle animations, but it seems the timeline overwrites this method and, once is finished, nothing is played instead. I tried the "Don't end with clip" checkbox, but I see no difference. Is there something I'm missing?

    This is my last track setup, in case it helps:

    Furthermore, and this is not spine-related, as I asked before, now I'm moving the character with the Timeline adddon, but once the timeline is ended, the position is restored to its original coordinates. Applying root motion to the animator component of the character avoids this, but the movement is "weird" then (it "falls" when it should be floating). Any idea of how to solve this?

    Thank you all for your patience and help!

    • Harald がこの投稿に返信しました。

      Yimec Once the timeline finishes, no animation is played until a new method calls it. On the awake of my character I set the idle animations, but it seems the timeline overwrites this method and, once is finished, nothing is played instead. I tried the "Don't end with clip" checkbox, but I see no difference. Is there something I'm missing?

      Do you mean that at the beginning via Awake you set your animation to idle on track 0, then let the timeline set some other animations on track 0 and when timeline ends, you want it to automatically switch back to idle? I'm afraid that's not how the timeline extension and tracks work, it does not re-start your previously playing animation at the end. The parameter options like Don't End with Clip just determine whether the empty animation is automatically enqueued after the clip end or not.

      If you want to use the timeline as a temporary "overlay" over some other animations like idle, you could play the idle animation on a lower track (e.g. track 0) and play timeline animations on higher tracks (e.g. track 1 or higher).

      Alternatively, if you want to always end with idle, you could also start the idle clip in the timeline as last animation, or you could programmatically set the idle animation when the timeline stops.

      Yimec Applying root motion to the animator component of the character avoids this, but the movement is "weird" then (it "falls" when it should be floating). Any idea of how to solve this?

      Do you mean that you receive "weird" root motion in general, or just when used with Timeline? Also, what do you mean by "falls", do you mean that gravity is (seemingly) affecting it? If so, what does your setup look like, do you have a Rigidbody component involved?