- 編集済み
Motion Blur
- 編集済み
Does spine have a motion blur feature? Correct me if i'm wrong but If i were to achieve this will I do a duplicate image of the should-be motion blurred sequence (for example the in between of jump animation) then swap the image with the duplicate but modified in photoshop with a motion blurred effect. Is there some other way to do it? Thank you in advance.
Spine has no motion blur, and yeah, the best thing would be to swap the images you want with blurred ones. If you think about it After Effects takes ages to calculate motion blur, and Spine is intended to work at runtime in a very fast way, so it can't render things like motion blur on the fly. (:
If you don't need to manipulate your animations at runtime, you might be able to do the following.
- Finish creating your animation without any motion blur on it.
- Export the finished animation as a sequence of images. Make sure you don't export at full size, I would go with 25%
- Add blur or any other effects to each frame of the exported images.
- Import the images into Spine and add them as a motion blur effect.
Hope this helps.
Okay thank you very much..
Oh and one other thing
Is there some way to export your animations with ghosting on?
It would be very cool and useful in some animations like for example a ninja running with ghosting set on before frames. Thus leaving afterimages.
No, but you could do this at runtime.
The Spine-Unity runtime has a module for this.
For other engines, you'd need to add the extra code for it.
Oh okay thank you very much.
Pharan wroteNo, but you could do this at runtime.
The Spine-Unity runtime has a module for this.For other engines, you'd need to add the extra code for it.
Hi, I am interested in using motion blur for a spine animation in Unity.
It is not clear to me if you are mentioning the motion blur post process effect stack that is available from Unity or something else (some of the spine provided examples-if so, which one).
Thanks.
No, OP asked about a Ghosting effect. That was what was being described.
Rendered skeletons currently don't interact with Unity's post-process motion blur beyond what Unity simply does on a per-object basis.
Note that the post-processing stack requires shaders that write to the depth buffer for per-object motion blur to work, so just like on Sprites for Unity's Sprite/Default shader, Spine/Skeleton will not work. You need to use a shader that writes to the depth buffer.